Stratagems
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ANATHEMA BLADEMASTERY
1 CPWHEN: Fight phase. TARGET: One Vigilators unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, you can re-roll the Hit roll If the target of that attack is Battle-shocked or a PSYKER, you can re-roll the Wound roll as well.
ARCANE GENETIC ALCHEMY
1 CPWHEN: Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models). TARGET: That ADEPTUS CUSTODES model’s unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
ARCHEOTECH MUNITIONS
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase. EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability.
ARTIFICER ROUNDS
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding ballistus grenade launchers) have the [SUSTAINED HITS 1] ability while targeting units within 6".
AURIC STORM
1 CPWHEN: Your Charge phase, just after an ALLARUS CUSTODIANS unit from your army ends a Charge move. TARGET: That ALLARUS CUSTODIANS unit. EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from the result.
AVENGE THE FALLEN
1 CPWHEN: Start of the Fight phase. TARGET: One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength. EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead.
BLADES OF THE VIGILATORS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One VIgiLATORS, ALEYA or KNIGHT-CENTURA equipped with an executioner greatblade unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
BREACHING BEHEMOTHS
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there. In addition, any Desperate Escape tests taken for models in your unit are automatically passed.
CORNERED PREY
1 CPWHEN: Your Movement phase, just after an ANATHEMA PSYKANA unit from your army Falls Back. TARGET: That ANATHEMA PSYKANA unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
DEFIANT TO THE LAST
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS CUSTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play.
DESPERATION’S PRICE
1 CPWHEN: Any phase, just after an enemy PSYKER unit has either finished using a Psychic ability that targets a unit, or finished making Psychic Attacks. TARGET: One Anathema Psykana unit from your army within 18" of that enemy PSYKER unit. EFFECT: That enemy PSYKER unit must take a Leadership test If the test is passed, that PSYKER unit is Battle-shocked; if the test is failed that PSYKER unit suffers 3 mortal wounds and is Battle-shocked.
EARNING OF A NAME
1 CPWHEN: Fight phase. TARGET: Up to two Adeptus Custodes Character units from your army that have not been selected to fight this phase. EFFECT: Until the end of the phase, each time a CHARACTER model in either of your units makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
EMPEROR’S EXECUTIONERS
2 CPWHEN: Start of the Fight phase. TARGET: Up to two Adeptus Custodes units from your army. EFFECT: Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll. RESTRICTIONS: You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
EMPEROR’S VENGEANCE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS CUSTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play.
EMPYRIC SEVERANCE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit. EFFECT: Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds.
FLAWLESS CONSTRUCTION
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Custodes Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
FOCUSED FEAR
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ANATHEMA PSYKANA unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
GILDED CHAMPION
1 CPWHEN: Any phase, just after an Adeptus Custodes Character model from your army has used an ability on its datasheet that states it can only be used ‘once per battle’. TARGET: That ADEPTUS CUSTODES CHARACTER model. EFFECT: Your model can use that ‘once per battle’ ability one additional time during the battle (but not in the same phase). RESTRICTIONS: You cannot use this Stratagem on the same ADEPTUS CUSTODES CHARACTER model more than once per battle.
HUNT AS ONE
1 CPWHEN: Start of your Movement phase. TARGET: Up to two ADEPTUS CUSTODES units from your army. EFFECT: Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back. RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
INESCAPABLE VENGEANCE
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that has not been selected to move this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can ignore Walls and other models for the purposes of determining which enemy units are visible to its own.
MANOEUVRE AND FIRE
1 CPWHEN: Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back. TARGET: That ADEPTUS CUSTODES unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
MULTIPOTENTIALITY
1 CPWHEN: Your Movement phase. TARGET: One Adeptus Custodes unit from your army that Fell Back this phase. EFFECT: Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
PEERLESS WARRIOR
1 CPWHEN: Fight phase. TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
PSY-CHAFF VOLLEY
1 CPWHEN: Your Shooting phase. TARGET: One Prosecutors unit from your army that has just shot. EFFECT: Select one enemy unit hit by one or more of those attacks. Until the start of your next turn, while your unit is on the battlefield, that enemy unit is prosecuted. While a unit is prosecuted, each time an Anathema Psykana model makes an attack against that unit, improve the Armour Penetration characteristic of that attack by 1. While a PSYKER or Battle-shocked unit is prosecuted, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
PSYCHIC ABOMINATIONS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit has the Stealth ability, and Battle-shocked and PSYKER models can only select your unit as a target of a ranged attack if they are within 12".
PUNISHMENT INESCAPABLE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
PUNISHMENT OF THE PROSECUTORS
1 CPWHEN: Your Shooting phase. TARGET: One PROSEcUTORS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes a ranged attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1.
PURGATION SWEEP
1 CPWHEN: Your Shooting phase. TARGET: One Witchseekers unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of Torrent weapons equipped by models in your unit. If such a weapon targets a PSYKER or Battle-shocked unit this phase, add 2 to its Attacks characteristic instead.
RELENTLESS PERSECUTION
1 CPWHEN: Your Movement phase, just after an ADEPTUS CUSTODES VEHICLE unit from your army Advances. TARGET: That Adeptus Custodes Vehicle unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If your unit has the Walker keyword, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced instead.
SHIELD OF HONOUR
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit. EFFECT: Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target).
SHOULDER THE MANTLE
1 CPWHEN: Your Movement phase, before the Reinforcements step. TARGET: One Adeptus Custodes Character model from your army that is not leading a unit. EFFECT: Select one friendly unit (excluding Battle-shocked and Attached units) within 2" horizontally and 5" vertically of your model that it could lead (as described in the Leader section of its datasheet). Your model attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
SLAYER OF CHAMPIONS
1 CPWHEN: Any phase. TARGET: One Adeptus Custodes Character unit from your army that has just destroyed the unit you selected at the start of your Command phase as the target of your Assemblage of Might ability. EFFECT: Select one enemy unit on the battlefield Until the start of your next Command phase, each time an ADEPTUS CUSTODES CHARACTER model from your army makes an attack that target that enemy unit, add 1 to the Wound roll In addition, if the destroyed unit was a CHARACTER unit, gain 1CP.
SUPERHUMAN RESERVES
2 CPWHEN: Any phase, just after an Adeptus Custodes Warlord model from your army has used an ability on its datasheet or from an Enhancement that says it can only be used Once per battle. TARGET: That Adeptus Custodes Warlord model. EFFECT: Your model can use its Once per battle’ ability one additional time during this battle (but not in the same phase). RESTRICTIONS: You cannot use this Stratagem more than once per battle.
SWIFT AS THE EAGLE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can make a Normal move of up to D6".
TALONED PINCER
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit. EFFECT: Your units can make a Normal move of up to 6". RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other.
TALONS INTERLOCKED
1 CPWHEN: Your Shooting phase. TARGET: Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units. EFFECT: Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1. RESTRICTIONS: You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other.
THE EMPEROR’S AUSPICE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Custodes Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, CHARACTER models in your unit have the Feel No Pain 4+ ability.
UNLEASH THE LIONS
1 CPWHEN: Your Command phase. TARGET: One Allarus Custodians or Aquilon Custodians unit from your army that is on the battlefield. EFFECT: That unit is split into separate units, each containing one model. These new units each have a Starting Strength of 1.
UNSTOPPABLE
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Adeptus Custodes Vehicle or Adeptus Custodes Mounted unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features.
UNWAVERING SENTINELS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll.
VIGILANCE ETERNAL
1 CPWHEN: Your Movement phase. TARGET: One Adeptus Custodes Battleline unit from your army (excluding Anathema Psykana units) within range of an objective marker you control. EFFECT: That objective marker remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
VIGIL UNENDING
2 CPWHEN: Fight phase. TARGET: One Adeptus Custodes Character model from your army that was just destroyed and has not fought this phase. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Do not remove your destroyed model from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play.
WITCH HUNTERS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Anathema Psykana unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability, but models in your unit can only target PSYKER units with their attacks.
WRATHFUL ADVANCE
1 CPWHEN: Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In. TARGET: That ADEPTUS CUSTODES unit. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3".
ACCESS OVERRIDES
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. EFFECT: Select one closed Hatchway within 1" of your unit. Your unit can attempt to operate that Hatchway. RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
AGGRESSIVE IMPULSE
1 CPWHEN: Your Movement phase. TARGET: One Skorpius Dunerider model from your army that has not been selected to move this phase. EFFECT: Until the end of the turn, each time an ADEPTUS MECHANICUS unit disembarks from that model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
AGGRESSOR IMPERATIVE
1 CPWHEN: Your Movement phase. TARGET: One SKITARII unit from your army that has not been selected to move this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. EFFECT: Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
ANALYTICAL DIVINATION
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.
ANALYTIC REPRISALS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Skitarii Infantry unit from your army that lost one or more models as a result of the attacking unit’s attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
AUTO-DIVINATORY TARGETING
1 CPWHEN: Your Command phase. TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker. EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
AUTO-ORACULAR RETRIEVAL
2 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS MECHANICUS unit from your army that disembarked from a TRANSPORT this turn. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Acquisition objective marker, add 1 to the Wound roll.
AUTO-VENGEANCE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
BALEFUL HALO
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
BALLISTIC SYNCHRONY
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
BENEVOLENCE OF THE OMNISSIAH
1 CPWHEN: Your Command phase. TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army. EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
BINHARIC OFFENCE
2 CPWHEN: The start of your Shooting phase or the start of the Fight phase. TARGET: Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1. RESTRICTIONS: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target].
BIONIC ENDURANCE
1 CPWHEN: Your opponent’s Shooting phase orthe Fight phase, just after an enemy unit has selected its targets. TARGET: One SICARIAN, PTERAXII or SYDONIAN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
BULWARK IMPERATIVE
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SKITARII unit from your army that was selected as the target of one or more of the attacking unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. EFFECT: Until the end of the phase, models in those units from your army have a 4+ invulnerable save.
CACHED ACQUISITION
1 CPWHEN: Any phase. TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
CHANT OF THE REMORSELESS FIST
1 CPWHEN: Fight phase. TARGET: One CULT MECHANICUS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a CULT MECHANICUS model in your unit makes a melee attack, add 1 to the Wound roll.
ELECTROGHEIST VISITATIONS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ELEcTRO-PRIESTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6” of your unit, subtract 1 from the Hit roll.
ERADICATION PROTOCOLS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
EXPEDITED PURGE PROTOCOL
1 CPWHEN: Your Charge phase. TARGET: One SKITARII unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
EXTINCTION ORDER
1 CPWHEN: Your Command phase. TARGET: One Tech-Priest model from your army and one objective marker within 24" of that model. EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
GUIDED RETREAT
1 CPWHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move. TARGET: That ADEPTUS MECHANICUS unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
INCANTATION OF THE IRON SOUL
1 CPWHEN: Any phase, just after you allocate a mortal wound to a CULT MECHANICUS model from your army. TARGET: That CULT MECHANICUS model’s unit. EFFECT: Until the end of the phase, CULT MECHANICUS models in your unit have the Feel No Pain 4+ ability against mortal wounds.
INCENSE EXHAUSTS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS MECHANICUS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it. EFFECT: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
INFOSLAVE SKULL
1 CPWHEN: Your Command phase. TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker]. EFFECT: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
INTEGRATIVE WITHDRAWAL
1 CPWHEN: Your Shooting phase. TARGET: One SKITARII unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. In addition, after your unit has shot this phase, if it is within 1" of an open Hatchway and is not within Engagement Range of one or more enemy units, you can close that Hatchway.
ISOLATE AND DESTROY
1 CPWHEN: Your Shooting phase. TARGET: One SICARIAN, PTERAXII, SYDONIAN, IRONSTRIDER BALLISTARII or SKITARII MOUNTED unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll.
LETHAL DOSAGE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
LITANY OF THE ELECTROMANCER
1 CPWHEN: Your Shooting phase. TARGET: One CULT MECHANICUS unit from your army. EFFECT: Roll one D6 for each enemy unit within 6" of one or more CULT MECHANICUS models in your unit, adding 1 to the result if that model is an ELECTRO-PRIEST. On a 5+, that enemy unit suffers D3 mortal wounds.
LUMINESCENT BLESSING
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, CULT MECHANICUS models in your unit have a 4+ invulnerable save.
MACHINE SPIRIT RESURGENT
1 CPWHEN: Your Command phase. TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength. EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
MACHINE SUPERIORITY
1 CPWHEN: Your Command phase. TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
MOTIVE IMPERATIVE
1 CPWHEN: Your Command phase. TARGET: One ADEPTUS MECHANICUS VEHICLE unit from your army. EFFECT: Until the start of your next Command phase, add 3" to the Move characteristic of models in your unit and add 1 to Advance and Charge rolls made for it.
NEURAL OVERLOAD
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS MECHANICUS unit from your army. EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit. Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
OMNISSIAH’S GUIDANCE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility.
OMNI-TARGETERS
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability. If one or more of those weapons already have this ability, then until the end of the phase, each time an attack is made with such a weapon that targets a unit within 6", add 1 to the Hit roll.
POWER OF THE MOTIVE FORCE
1 CPWHEN: Your Charge phase. TARGET: One ELEcTRO-PRIESTS unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
PRE-CALIBRATED PURGE SOLUTION
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.
PRECISION ONSLAUGHT
1 CPWHEN: Your Charge phase, just after a Sicarian unit from your army declares a charge. TARGET: That SICARIAN unit. EFFECT: Until the end of the phase, when your unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound.
PRECOGNITATED FIREFIELDS
1 CPWHEN: Your Shooting phase. TARGET: One SKITARII unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit has the BATTLELINE keyword, those weapons have the [SUSTAINED HITS 2] ability instead.
PRIORITY RECLAMATION
1 CPWHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates. TARGET: That ADEPTUS MECHANICUS unit. EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker. RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
PROGRAMMED WITHDRAWAL
1 CPWHEN: End of your opponent’s Fight phase. TARGET: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army. EFFECT: Remove those units from the battlefield and place them into Strategic Reserves. RESTRICTIONS: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.
REACTIVE SAFEGUARD
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One ADEPTUS MECHANICUS INFANTRY unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT. EFFECT: Your unit can embark within that TRANSPORT. RESTRICTIONS: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
RESPONSIVE SHIELDING
1 CPWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One SKITARII unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
SAVIOUR SYSTEMS
1 CPWHEN: Your opponent’s Shooting phase. TARGET: One ADEPTUS MECHANICUS unit from your army (excluding KATAPHRON units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
SERVO‑DRIVEN CHARGE
1 CPWHEN: Fight phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability.
SHROUD PROTOCOLS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SKITARII INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
TARGETING OVERRIDE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
TETHER-TENDRILS
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. TARGET: One TEcH-PRIEST or ELEcTRO-PRIESTS unit from your army that is within Engagement Range of that enemy unit. EFFECT: Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
THREAT‑COGITATION TARGETERS
1 CPTRANSCENDENT COGITATION
1 CPWHEN: Your Command phase. TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army. EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
TRIBUTE OF EMPHATIC VENERATION
1 CPWHEN: Start of your Movement phase. TARGET: One CULT MECHANICUS unit from your army and one enemy unit within 18" of it. EFFECT: That enemy unit must take a Battle-shock test. If that test is failed, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
UNRELENTING AGGRESSION
1 CPWHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back. TARGET: That ADEPTUS MECHANICUS unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
UNSHACKLED WRATH
1 CPWHEN: Your Shooting phase. TARGET: One Skitarii unit from your army that has not been selected to shoot this phase. EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase.
VERSE OF VENGEANCE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a CULT MECHANICUS model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
ACROBATIC LEAPS
1 CPWHEN: Your Movement phase. TARGET: One AELDARI unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there.
ANTI‑GRAV REPULSION
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One Aeldari Vehicle unit from your army that can Fly and was selected as a target of that charge. EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
BLADEFOCUS
1 CPWHEN: Fight phase. TARGET: One HOwLING BANSHEES or STRIKING ScORPIONS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if it made a Charge move this turn, you can re-roll the Hit roll.
BLADES FROM BEYOND
1 CPWHEN: Fight phase. TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
BLADES OF ASURYAN
1 CPWHEN: Your Shooting phase. TARGET: One Dire Avengers or Guardians unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
BLITZING FIREPOWER
1 CPWHEN: Your Shooting phase. TARGET: One Asuryani unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
BLOODY DANCE
1 CPWHEN: End of your opponent’s Charge phase. TARGET: One Harlequins Infantry or Harlequins Mounted unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
CLOAK AND SHADOW
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
CLOUDSTRIKE
1 CPWHEN: Start of the Reinforcements step of your Movement phase. TARGET: One Aeldari Vehicle unit from your army that can Fly and is in Strategic Reserves. EFFECT: Until the end of the phase, your unit has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but if it does, until the end of the turn, it is not eligible to declare a charge. In addition, if your unit is a Transport, each unit that disembarks from it this turn must be set up more than 6" horizontally from all enemy units and until the end of the turn, is not eligible to declare a charge.
COST OF VICTORY
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Guardians unit from your army. EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves. When doing so, return every destroyed GUARDIANS model to your unit.
CRITICAL CAPTURE
1 CPWHEN: Your Command phase. TARGET: One AELDARI unit from your army (excluding CHARAcTER units). EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, at the end of your turn, select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.
CRUSHING STRIDES
1 CPWHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move. TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit. EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
DARING RIDERS
1 CPWHEN: The Reinforcements step of your Movement phase. TARGET: One Asuryani Mounted or VYPER unit from your army in Reserves. EFFECT: Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if your unit is set up within 9" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.
DARTING STRIKES
1 CPWHEN: Fight phase. TARGET: One AELDARI unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
DEATH ANSWERS DEATH
1 CPWHEN: End of your opponent’s Shooting phase. TARGET: One Ynnari unit from your army (excluding Wraith Construct units), if one or more models in that unit were destroyed this phase. EFFECT: Your unit can shoot as if it were your Shooting phase.
DEATH FROM ON HIGH
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Asuryani Mounted or VYPER unit from your army that was set upon the battlefield from Reserves this turn and has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
DOOM INESCAPABLE
1 CPWHEN: Your Shooting phase. TARGET: One Avatar of Khaine model from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, your model’s Wailing Doom ranged weapon has a Range characteristic of 18" and a Damage characteristic of 8.
D-STRIKE
1 CPWHEN: Your Shooting phase. TARGET: One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase. EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
EMISSARIES OF YNNEAD
1 CPWHEN: Fight phase, just after a Ynnari Infantry unit from your army has selected its targets. TARGET: That YNNARI INFANTRY unit. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If your unit is below its Starting Strength, you can re-roll the Hit roll instead.
EXIT THE STAGE
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Harlequins unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
FADE BACK
TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding Titanic units) that was hit by one or more of those attacks can make a Normal move of up to D6+1".
FANGS OF THE BROOD
1 CPWHEN: Start of the Fight phase. TARGET: One Troupe unit from your army. EFFECT: Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one.
FATE INESCAPABLE
1 CPWHEN: Your Shooting phase. TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to shoot this phase and is within 9" of one or more friendly Asuryani Psyker models. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
FEIGNED RETREAT
1 CPWHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back. TARGET: That ASURYANI unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FIRE AND FADE
1 CPWHEN: Your Shooting phase, just after an Asuryani Infantry unit from your army (excluding Aircraft, Asurmen and Wraith Construct units) has shot. TARGET: That ASURYANI unit. EFFECT: Your unit can make a Normal move of up to D6+1". RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge or embark within a Transport.
FLITTING SHADOWS
TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.
FOCUSED FIREPOWER
1 CPWHEN: Your Shooting phase. TARGET: One Asuryani Mounted or VYPER unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
FOCUSED FUSILLADE
1 CPWHEN: Your Shooting phase. TARGET: One DIRE AvENGERS, FIRE DRAGONS, SwOOPING HAwKS or WARP SPIDERS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll.
FOREWARNED
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
GUARDIAN CONSTRUCTS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
HEROES’ FALL
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
IMPEDING FIRE
1 CPWHEN: Start of your opponent’s Charge phase. TARGET: One Rangers, Shroud Runners or Starfang unit from your army. EFFECT: Select one enemy unit (excluding TITANIC units) visible to and within 36" of your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
INTO THE BREACH
1 CPWHEN: Your Shooting phase, just after an Anhrathe unit from your army destroyed one or more enemy units. TARGET: That ANHRATHE unit. EFFECT: After your unit has resolved all of its shooting attacks, it can make a Normal move of up to D6+1".
ISHA’S FURY
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Asuryani Psyker model from your army within 9" of that enemy unit. EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
KHAINE’S VENGEANCE
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that is within Engagement Range of that enemy unit. EFFECT: All models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
LAYERED WARDS
1 CPWHEN: Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army. TARGET: That Aeldari Vehicle unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
LETHAL RUSE
1 CPWHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back. TARGET: That AELDARI unit. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
LIGHTNING-FAST REACTIONS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Asuryani unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
MACABRE RESILIENCE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Ynnari Infantry or Ynnari Mounted unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
MOCKING FLIGHT
1 CPWHEN: Your Movement phase, just after a Harlequins unit from your army Falls Back. TARGET: That HARLEQUINS unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
NO PREY TOO BIG
1 CPWHEN: Your Shooting phase. TARGET: One Anhrathe, Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than the highest Toughness characteristic of models in the target unit, add 1 to the Wound roll.
OPPORTUNITY SEIZED
TRIGGER: When an enemy unit ends a Fall Back move. EFFECT: One eligible unit from your army (excluding Titanic units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1".
OUTCAST AMBUSH
1 CPWHEN: Your Shooting phase. TARGET: One Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] and [RAPID FIRE 1] abilities, and until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1.
OVERFLIGHT
1 CPWHEN: End of your Shooting phase or the end of the Fight phase. TARGET: One Asuryani Mounted unit from your army that destroyed one or more enemy units this phase. EFFECT: Your unit can make a Normal move of up to 7".
PALL OF DREAD
1 CPWHEN: Any phase. TARGET: One Ynnari unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
PARTING THE VEIL
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Ynnari unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
PIRATES’ DUE
1 CPWHEN: The Fight phase. TARGET: One AELDARI unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
PRESENTIMENT OF DREAD
1 CPWHEN: Command phase. TARGET: One Asuryani Psyker model from your army. EFFECT: Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
PRETERNATURAL PRECISION
1 CPWHEN: Your Shooting phase. TARGET: One Aspect Warriors unit from your army that has not been selected to shoot this phase. EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, select one of the following abilities, or select two of the following abilities if you removed an Aspect Shrine token during this usage of this Stratagem: [IGNORES COVER], [LETHAL HITS], [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have the selected abilities.
PSYCHIC SHIELD
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
RAIDERS’ SPOILS
1 CPWHEN: Command phase. TARGET: One Anhrathe unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
RAPID AMBUSH
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit opens a Hatchway. TARGET: One DIRE AvENGERS or GUARDIANS unit from your army that has not fired Overwatch this phase and is wholly on the opposite side of that Hatchway from that enemy unit. EFFECT: If that enemy unit is within 9" of and visible to your unit, roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers 2 mortal wounds. If that enemy unit suffers one or more mortal wounds in this way, your unit can then make a Normal move of up to D6”. RESTRICTIONS: Until the end of the turn, your unit cannot fire Overwatch.
RUTHLESS KILLERS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Corsair Voidscarred unit from your army that has not been selected to shoot or Fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Damage characteristic of that attack.
SEER’S EYE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase. EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
SERPENT STRIKE
1 CPWHEN: Fight phase, just after an AELDARI unit from your army destroys an enemy unit. TARGET: That AELDARI unit. EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.
SHIELD NODES
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Dire Avengers or Guardians unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: If your unit is within range of one or more objective markers, until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
SHIELD OF BLADES
1 CPWHEN: Your opponent’s Movement or Charge phase. TARGET: One DIRE AvENGERS or GUARDIAN DEfENDERS unit from your army that has not fired Overwatch this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
SHURIKEN STORM
1 CPWHEN: Your Shooting phase. TARGET: One AELDARI unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, add 1 to the Strength characteristic of Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons equipped by models in your unit.
SKYBORNE SANCTUARY
1 CPWHEN: End of the Fight phase. TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within. EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
SKYBORNE SANCTUARY
1 CPWHEN: End of the Fight phase. TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within. EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
SKYWARD LUNGE
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Harlequins Vehicle or Harlequins Mounted unit from your army. EFFECT: If your unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
SOUL BRIDGE
1 CPWHEN: Your Command phase. TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army. EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
SOULSIGHT
1 CPWHEN: Your Shooting phase. TARGET: One Aeldari Vehicle unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time your unit is selected to shoot, you can re-roll one Hit roll, one Wound roll and one Damage roll made for a model in your unit. If you are using fast dice rolling, you can select one of those rolls to re-roll before moving onto the next step of the attack sequence.
SOULSIGHT
1 CPWHEN: Your Shooting phase. TARGET: One Ynnari unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [IGNORES COVER] abilities.
SPIRALLING EVASION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Asuryani Mounted or VYPER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
SPIRIT TOKEN
1 CPWHEN: Start of your Movement phase. TARGET: One Wraithblades or Wraithguard unit from your army. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
STAGED DEATH
1 CPWHEN: Any phase. TARGET: One Harlequins Character model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining. RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.
STAR ENGINES
TRIGGER: When an eligible Vehicle unit from your army is selected to make an Advance move. EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability.
STRIKING STRIDE
1 CPWHEN: Your Charge phase. TARGET: One Harlequins unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
SUDDEN STRIKE
TRIGGER: When an eligible unit from your army is selected to fight. EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
SWIFT AS THE WIND
TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.
SWIFT DEPLOYMENT
1 CPWHEN: Your Movement phase. TARGET: One Aeldari Transport unit from your army. EFFECT: Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally.
TIME TO STRIKE
1 CPWHEN: Your Movement phase. TARGET: One Storm Guardians unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
TO THEIR FINAL BREATH
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you removed an Aspect Shrine token during this usage of this Stratagem. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
TRICKSTERS’ RETORT
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Troupe unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6".
UNFLINCHING FIRE
1 CPWHEN: Your opponent’s Movement or Charge phase. TARGET: One AELDARI unit from your army that has not fired Overwatch this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
UNSHROUDED TRUTH
1 CPWHEN: Your Movement phase. TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly Asuryani Psyker models. EFFECT: Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. RESTRICTIONS: Until the end of the phase, your unit is not eligible to be selected to move.
VAUL’S VENGEANCE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a Dire Avengers or Guardians unit from your army. TARGET: One War Walkers unit from your army. EFFECT: After that enemy unit has finished making its attacks, your unit can shoot as if it were your Shooting phase, but when resolving those attacks, it can only target that enemy unit (and only if it is an eligible target). RESTRICTIONS: You can only use this Stratagem once per battle round.
VECTORED ENGINES
1 CPWHEN: Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back. TARGET: That Aeldari Fly Vehicle unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
VENGEFUL SORROW
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
VENOMOUS WRATH
1 CPWHEN: Your Shooting phase. TARGET: One Harlequins Vehicle unit from your army that has not been selected to shoot this phase. EFFECT: After your unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Until the end of the turn, your unit is not eligible to declare a charge.
VOID GHOSTS
1 CPWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
VOID GHOSTS
1 CPWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
VOID GHOSTS
1 CPWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WARDING SALVOES
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Dire Avengers or Guardians unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of one or more objective markers, you can re-roll the Wound roll.
WARRIOR FOCUS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll.
WEAVERS’ COILS
1 CPWHEN: End of your Fight phase. TARGET: One Harlequins Mounted unit from your army that was eligible to fight this phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6".
WEAVING STRIDE
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Harlequins Infantry unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6".
WEBWAY TUNNEL
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges. EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
WIND OF BLADES
1 CPWHEN: Your Movement phase. TARGET: One Asuryani Mounted or Vyper unit from your army that has not been selected to move this phase. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
WITHDRAW AND REINFORCE
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Anhrathe unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If that unit is below Starting Strength, return all destroyed models (excluding CHARACTER models) to that unit.
WRAITHBONE ARMOUR
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
WRAITHSIGHT
1 CPWHEN: Your Shooting phase. TARGET: One AELDARI unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
YRIEL’S EXAMPLE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Aeldari Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
ABLATIVE PLATING
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Astra Militarum Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
ACCURACY UNDER PRESSURE
2 CPWHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
ADAMANTINE BEHEMOTH
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Astra Militarum Vehicle unit from your army that has not been selected to move or charge this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
ADDITIONAL ARMOUR
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
AERIAL EXTRACTION
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One ASTRA MILITARUM unit from your army that is not within Engagement Range of one or more enemy units, if all of its models have the Deep Strike ability, or one Valkyrie unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
AGAINST THE ODDS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.
BELLICOSA DROP
1 CPWHEN: The Reinforcements step of your Movement phase. TARGET: One Astra Militarum Infantry unit from your army that is in Reserves and has the Deep Strike ability. EFFECT: Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
BLAZING ADVANCE
1 CPWHEN: Your Movement phase, just after a Squadron unit from your army Advances. TARGET: That SQUADRON unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced.
BRUTAL CHOKE POINT
1 CPWHEN: Your opponent's Movement or Charge phase. TARGET: One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not fired Overwatch this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
BRUTAL TRAINING
1 CPWHEN: Fight phase. TARGET: One MILITARUM TEMPESTUS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit.
BURST OF SPEED
1 CPWHEN: End of your Movement phase. TARGET: One ASTRA MILITARUM unit from your army that did not Remain Stationary or arrive from Reserves this phase. EFFECT: Your unit can make a Normal move of up to D6".
CALLOUS SACRIFICE
1 CPWHEN: Your Shooting phase. TARGET: One Platoon unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks.
CLEAR AND SECURE
1 CPWHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army that disembarked from a Transport this turn and has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
COMBINED FIRE
1 CPWHEN: Your Shooting phase, just after an Armoured Skirmisher unit from your army has shot. TARGET: That ARMOURED SKIRMISHER unit. EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover, and each time an ARMOURED SKIRMISHER unit from your army makes an attack that targets that unit, improve the Strength characteristic of that attack by 2.
COORDINATED ACTION
1 CPWHEN: Start of any phase. TARGET: One Regiment unit from your army and one Squadron unit from your army within 6" of and visible to that REGIMENT unit. EFFECT: Until the end of the phase, Orders affecting one of your units affect the other, and vice versa.
COORDINATED STRIKE
1 CPWHEN: Start of your Command phase. TARGET: One OffIcER model from your army. EFFECT: Select one Order your model can issue. Every ASTRA MILITARUM unit from your army is issued that Order (regardless of any keywords those units are normally required to have). RESTRICTIONS: Until the end of the turn, OFFICER models from your army cannot issue Orders. You can only use this Stratagem once.
COURAGEOUS DIVERSION
1 CPWHEN: Start of your opponent’s Shooting phase. TARGET: One Astra Militarum Infantry or Astra Militarum Mounted unit from your army. EFFECT: Until the end of the phase, your unit has the Feel No Pain 6+ ability, and each time an enemy model makes an attack, if your unit is the closest eligible target, subtract 1 from the Hit roll.
CRACK SHOTS
1 CPWHEN: Your Shooting phase. TARGET: One Platoon unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PRECISION] ability.
CRASH THROUGH
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Astra Militarum Vehicle unit from your army that has not been selected to move or charge this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features as if they were not there.
DRAW THEM OUT
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Platoon unit from your army that is within 9" of that enemy unit, and is not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6".
DUCK AND COVER
1 CPWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ASTRA MILITARUM unit from your army (excluding OGRYN units) that was selected as the target of one or more of the attacking unit’s attacks and has one or more models on the opposite side of an open Hatchway from one or more models in the attacking unit. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
ENGINE OF WRATH
1 CPWHEN: Fight phase. TARGET: One Astra Militarum Titanic unit from your army that has not been selected to fight this phase. EFFECT: Select one enemy unit within Engagement Range of your unit. Until the end of the phase, add 6 to the Attacks characteristic of melee weapons equipped by models in your unit, improve the Armour Penetration characteristic of those weapons by 2, and each time a model in your unit fights, it can only target that enemy unit.
FIELDS OF FIRE
1 CPWHEN: Your Shooting phase. TARGET: One Regiment unit and one Squadron unit from your army that have not been selected to shoot this phase. EFFECT: Select one enemy unit. Until the end of the phase, each time your selected REGIMENT and SQUADRON units make an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
FINAL HOUR
1 CPWHEN: Your Command phase. TARGET: One Squadron unit from your army that is Below Half-strength (excluding Officer units). EFFECT: Until the end of the battle round, ranged weapons equipped by models in your unit (excluding [ONE SHOT] weapons) have the [HAZARDOUS] ability, and each time a model in your unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll.
FIRE AND RELOCATE
1 CPWHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit (excluding Titanic units) from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced.
FIRE-PATTERN HURRICANUS
1 CPWHEN: Your Shooting phase, just after a MILITARUM TEMPESTUS unit from your army has shot. TARGET: That MILITARUM TEMPESTUS unit. EFFECT: Select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, subtract 2 from the Move characteristic of models in that enemy unit, and subtract 2 from Advance and Charge rolls made for it.
FIRING HOT
2 CPWHEN: Your Shooting phase. TARGET: One Militarum Tempestus or Kasrkin unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, when targeting an enemy unit within 12", improve the Strength and Armour Penetration characteristics of hot-shot lascarbines, hot-shot lasguns, hot-shot laspistols, hot-shot marksman rifles, hot-shot volley guns and sentry hot-shot volley guns equipped by models in your unit by 1.
FLARE BURST
1 CPWHEN: Your Shooting phase. TARGET: One Astra Militarum Character unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll.
FLEXIBLE COMMAND
2 CPWHEN: Your Command phase. TARGET: Any number of Astra Militarum Officer units from your army. EFFECT: Until the end of the phase, your Officers can issue Orders to Regiment units and Squadron units.
FURIOUS CANNONADE
1 CPWHEN: Your Shooting phase. TARGET: One Squadron unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within 12", improve the Armour Penetration characteristic of that attack by 1.
FURIOUS FUSILLADE
1 CPWHEN: Your Shooting phase. TARGET: One Platoon unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in your unit while targeting an enemy unit within half range.
HASTY EXTRACTION
1 CPWHEN: Your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move. TARGET: One Astra Militarum Infantry unit from your army that was selected as a target of that charge. EFFECT: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an AsTRA Militarum Transport from your army, it can embark within that TRANSPORT.
IDLE HANDS
1 CPWHEN: Your Movement phase. TARGET: One ASTRA MILITARUM unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. EFFECT: Select one closed Hatchway within 1" of your unit. Your unit can operate that Hatchway. RESTRICTIONS: Until the end of the turn, your unit cannot operate a Hatchway again.
IMPOSING ARRIVAL
1 CPWHEN: Reinforcements step of your Movement phase, from the second battle round onwards. TARGET: One Astra Militarum Titanic unit from your army that is in Reserves. EFFECT: Set up your unit on the battlefield, wholly within 8" of the battlefield edge and more than 6" horizontally away from all enemy units.
INSPIRED COMMAND
1 CPWHEN: Your opponent’s Command phase. TARGET: One Astra Militarum Officer unit from your army. EFFECT: Your OFFICER can issue one Order as if it were your Command phase.
LOCKDOWN
1 CPWHEN: Your Movement phase. TARGET: One ASTRA MILITARUM unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, after your unit ends a move, you can select one open Hatchway it moved through during that move; close that Hatchway.
MINEFIELD
1 CPWHEN: Start of your opponent’s Charge phase. TARGET: One Platoon unit from your army. EFFECT: Until the end of the phase, each time an enemy unit ends a Charge move within Engagement Range of your unit, roll one D6 for each model in that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
MOBILE FIREBASE
1 CPWHEN: Your Movement phase, just after an Armoured Skirmisher unit from your army Advances or Falls Back. TARGET: That ARMOURED SKIRMISHER unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.
MORDIAN MINUTE
1 CPWHEN: Your Shooting phase. TARGET: One Astra Militarum Infantry unit from your army affected by the First Rank, Fire! Second Rank, Fire! Order. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Strength characteristic of that attack by 1.
MOVE OUT
1 CPWHEN: End of your opponent’s turn. TARGET: One ASTRA MILITARUM unit from your army. EFFECT: Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an Astra Militarum Transport from your army, it can embark within that TRANSPORT.
NO RETREAT!
1 CPWHEN: Your Command phase. TARGET: One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order. EFFECT: If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase.
ON MY POSITION
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Regiment Infantry unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Roll one D6 for each enemy unit within Engagement Range of your unit: on a 2+, that enemy unit suffers D6 mortal wounds. Then, your unit suffers 3D3 mortal wounds.
OPENING SALVO
1 CPWHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army that disembarked from a Transport this turn and has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll.
ORDER THE ADVANCE
1 CPWHEN: Start of your Movement phase. TARGET: One Astra Militarum Officer unit from your army. EFFECT: Select one or more friendly ASTRA MILITARUM units within 6" of your unit; until the end of the phase, you can re-roll Advance rolls made for those units.
OVER THE TOP
2 CPWHEN: Start of your Command phase. TARGET: One Infantry Officer model from your army. EFFECT: Until the end of the phase, when your model issues the Move! Move! Move! Order, it can issue that Order to any number of eligible friendly Infantry Regiment units, regardless of range to your model.
PURGING FIRE
1 CPWHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase. EFFECT: If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
RAPID DISPERSAL
1 CPWHEN: Your Movement phase. TARGET: One Astra Militarum Infantry unit from your army that disembarked from a Transport this phase. EFFECT: Your INFANTRY unit can make a Normal move of up to D6".
REINFORCEMENTS!
2 CPWHEN: Any phase. TARGET: One Infantry Regiment unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining. RESTRICTIONS: This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.
SCOUTING OUTRIDERS
1 CPWHEN: End of your opponent’s turn. TARGET: One Astra Militarum Mounted or Astra Militarum Walker unit from your army that is wholly within 10" of one or more battlefield edges and not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
SCRAMBLE FIELD
1 CPWHEN: Start of your opponent’s Reinforcements step. TARGET: One Astra Militarum Infantry unit from your army. EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit.
SERVO‑DESIGNATORS
1 CPWHEN: Your Shooting phase, just after an ASTRA MILITARUM INFANTRY unit from your army has shot. TARGET: That Astra Militarum Infantry unit. EFFECT: Select one enemy unit hit by one or more of those attacks that is visible to your unit. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
SHATTERING SALVO
1 CPWHEN: Your Shooting phase, just after an Astra Militarum Titanic unit from your army has shot. TARGET: That ASTRA MILITARUM TITANIC unit. EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
SNAP TO IT
1 CPWHEN: Start of any phase. TARGET: One Astra Militarum Officer unit from your army. EFFECT: Your unit’s OFFICER model can issue 1 Order as if it were your Command phase.
STALWART PROTECTOR
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Astra Militarum Vehicle unit from your army. EFFECT: Until the end of the phase, each time a ranged attack is allocated to an INFANTRY model from your army, if that model is not fully visible to every model in the attacking unit because of your VEHICLE, that model has the Benefit of Cover against that attack.
SUPPORTING ORDNANCE
1 CPWHEN: Your Shooting phase. TARGET: One Armoured Skirmisher unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible MONSTER or VEHICLE unit, you can re-roll the Hit roll.
SWIFT INTERCEPTION
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Transport unit from your army (excluding AIRCRAFT and TiTANic units) that is not within Engagement Range of one or more enemy units, and is within 9" of the enemy unit that just ended that move. EFFECT: Your TRANSPORT can make a Normal move of up to 6".
TACTICAL WITHDRAWAL
1 CPWHEN: Your Movement phase, just after a Squadron unit from your army Falls Back. TARGET: That SQUADRON unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
TANGLEFOOT GRENADES
1 CPWHEN: Start of your opponent’s Charge phase. TARGET: One Astra Militarum Grenades unit from your army. EFFECT: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
TRENCH FIGHTERS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Astra Militarum Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if it is a Regiment model. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
VETERAN SHARPSHOOTERS
1 CPWHEN: Your Shooting phase. TARGET: One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
VOX-RELAY
1 CPWHEN: Your Command phase. TARGET: One Infantry Officer unit from your army embarked within a Transport. You can use this Stratagem on that unit even though it is embarked within a TRANSPORT. EFFECT: Until the end of the phase, your unit can issue Orders even though it is not on the battlefield, and it can issue Orders to Astra Militarum Transport units from your army [excluding TiTANic units) regardless of the distance to and from your unit’s TRANSPORT.
WITHERING FIREPOWER
1 CPWHEN: Your Shooting phase, just after an Astra Militarum Vehicle unit from your army has shot. TARGET: That ASTRA MILITARUM VEHICLE unit. EFFECT: Select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
ADAPTIVE TACTICS
1 CPWHEN: Your Command phase. TARGET: One DEATHwATCH unit from your army. EFFECT: Select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Deathwatch Mission Tactic is active for your unit instead of any other Deathwatch Mission Tactic that is active for your army, even if you have already selected that Deathwatch Mission Tactic this battle.
AMMO RATIONS
1 CPWHEN: Start of your Shooting phase. TARGET: One or more VOIDfARERS units from your army. EFFECT: Select one enemy unit. Until the end of the phase, each time a model in one of your units makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
ARBITRARY EXECUTION
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ARBITES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, Arbites shotpistols equipped by models in your unit have an Attacks characteristic of 2 and the [LETHAL HITS] ability, and models in your unit can target enemy units that are not within Engagement Range of them (provided they are otherwise eligible targets).
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One DEATHwATCH unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
BLIND GRENADES
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One Agents of the Imperium Grenades or Vindicare Assassin unit from your army that was selected as one of the targets of that charge and is not within Engagement Range of one or more enemy units. EFFECT: Until the end of the phase, subtract 1 from Charge rolls made for that enemy unit, or, if your unit is a VINDICARE ASSASSIN, subtract 2 from Charge rolls made for that enemy unit instead.
BOARDING DRILL
1 CPWHEN: Start of your Shooting phase. TARGET: One VOIDfARERS unit from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot or perform a Tactical Manoeuvre in a turn in which it Fell Back.
BREACH AND CLEAR
1 CPWHEN: Your Movement phase, just after an IMPERIAL NAvY BREAcHERS unit from yourarmy opens a Hatchway. TARGET: That IMPERIAL NAVY BREACHERS unit. EFFECT: Until the end of the turn, each time a model in your unit makes an attack, if that model is on the opposite side of the Hatchway from the side it started the turn on, add 1 to the Hit roll and add 1 to the Wound roll.
CLOSE-QUARTERS BARRAGE
1 CPWHEN: Your Shooting phase. TARGET: One VOIDFARERS unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1.
CRACKDOWN
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ARBITES unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
DISPENSE JUSTICE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.
DISPLACER FIELD
1 CPWHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets. TARGET: One AGENTS OF THE IMpERIUM CHARACTER unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save and, after the attacking unit has resolved its attacks, unless your unit is within Engagement Range of one or more enemy units, it can make a Normal move of up to 6" (when doing so, models in this unit move as if they have the Fly keyword).
DRAGONFIRE ROUNDS
1 CPWHEN: Your Shooting phase. TARGET: One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities. RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.
DUTY AND DEATH
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ARBITES unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability.
EMPEROR’S WILL
1 CPWHEN: Your Movement phase. TARGET: One AGENTS OF THE IMpERIUM unit from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.
ENSNARING TRAP
1 CPWHEN: End of your opponent’s Charge phase. TARGET: One Agents of the Imperium Infantry unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units. EFFECT: Your unit can declare a charge. When doing so, you must select one or more of those enemy units as the targets of that charge, and your unit does not receive a Charge bonus this turn. In addition, if it is a Callidus Assassin unit and it makes a Charge move as a result of this Stratagem, until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.
EXACT PUNISHMENT
1 CPWHEN: Your opponent’s Shooting phase, just after an AGENTS OF THE IMpERIUM unit from your army is destroyed as the result of an enemy unit's attacks. TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that was within 6" of the destroyed unit (you cannot target the destroyed unit with the Stratagem). EFFECT: After the attacking unit has shot, your unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
EXECUTION ORDER
2 CPWHEN: Your Command phase. TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS INFANTRy unit from your army. EFFECT: Select one enemy CHARACTER unit on the battlefield. Until the start of your next Command phase, each time a model in your unit targets that CHARACTER unit, its weapons have the [PRECISION] ability.
HELLFIRE ROUNDS
1 CPWHEN: Your Shooting phase. TARGET: One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities. RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.
HEXAGRAMMIC WARDS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ORDO MAllEUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, all Psychic weapons equipped by models in the attacking unit have the [HAZARDOUS] ability.
HYPERSTIMMS
2 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Agents of the Imperium Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, add 1 to the Toughness characteristic of models in your unit. In addition, if it is an Eversor Assassin unit, until the end of the phase, it has the Feel No Pain 4+ ability.
INESCAPABLE JUDGEMENT
1 CPWHEN: Your opponent's Movement phase, just after an enemy unit is selected to Fall Back. TARGET: One ADEPTUS ARBITES unit from your army within Engagement Range of that enemy unit. EFFECT: Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
INVIOLATE JURISDICTION
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS INFANTRy unit from your army within range of an objective marker and that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
KRAKEN ROUNDS
1 CPWHEN: Your Shooting phase. TARGET: One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6". RESTRICTIONS: You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.
LINE OF FIRE
1 CPWHEN: Your Shooting phase. TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, models in your unit can target enemy units that are within Engagement Range of one or more friendly units with ranged weapons (excluding Blast weapons), provided the target is within 12".
MASTERS OF THE VOID
1 CPWHEN: Your Movement phase. TARGET: One VOIDFARERS CHARACTER unit from your army. EFFECT: Until the end of the phase, each AGENTS OF THE IMpERIUM unit from your army that is arriving from Strategic Reserves this turn can be set up within your opponent’s deployment zone (all other restrictions still apply).
ORBITAL OVERSIGHT
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Agents of the Imperium Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18", or, if your unit has the Lone Operative ability, if the attacking model is within 6".
PRIME TARGET
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Agents of the Imperium unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, re-roll a Wound roll of 1. If that attack is made by an Officio Assassinorum model and it targets the enemy WARLORD, you can re-roll the Wound roll instead.
PSYBOLT AMMUNITION
1 CPWHEN: Your Shooting phase. TARGET: One GREy KNIGHTS TERMINATOR SQUAD unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [PSYCHIC] abilities.
RAPID TACTICAL RELOCATION
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One INQUISITOR or DEATHwATCH INFANTRy unit from your army. EFFECT: Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase, set your unit up anywhere on the battlefield that is more than 9” horizontally away from all enemy models. RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
RITES OF EXORCISM
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One INQUISITOR, INQUISITORIAl AGENTS or ORDO MAllEUS unit from your army. EFFECT: Select one enemy DAEMON unit within 12" and visible to your unit. That unit must take a Battle-shock test. If that test is failed, then until the end of the phase, each time a friendly AGENTS OF THE IMpERIUM unit makes an attack that targets that DAEMON unit, that attack has the [DEVASTATING WOUNDS] ability.
RITUAL OF WARDING
1 CPWHEN: Start of any Command phase. TARGET: One INQUISITOR, INQUISITORIAl AGENTS or ORDO MAllEUS unit from your army that is within range of an objective marker you control. EFFECT: That objective marker is said to be Warded and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Warded and under your control, enemy DAEMON units cannot be set up on the battlefield within 6" of it.
SELFLESS BODYGUARD
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One AGENTS OF THE IMpERIUM Attached unit that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack with the [PRECISION] ability is allocated to a CHARACTER model in your unit, if there are one or more Bodyguard models in your unit, roll one D6: on a 2+, that attack is allocated to a Bodyguard model of your choice in your unit instead.
SHIP’S WATCH
1 CPWHEN: Your opponent's Movement or Charge phase. TARGET: Up to two VOIDSMEN-AT-ARMS units from your army that have not fired Overwatch this phase. EFFECT: Until the end of the phase, each time a model in one of your units makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. When doing so, models in your units can ignore other models in their unit for the purposes of visibility, and each time a model in one of your units makes an attack, if that unit contains a Canid model, a successful unmodified Hit roll of 5+ scores a Critical Hit.
STEEL HEART
1 CPWHEN: Your Movement phase, just after a GREy KNIGHTS TERMINATOR SQUAD unit from your army Falls Back. TARGET: That GREY KNIGHTS TERMINATOR SQUAD unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
STUN GRENADES
1 CPWHEN: Start of any phase (excluding the Command phase). TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS GRENADES unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Select one enemy unit (excluding MONSTERS or VEHICLES) within 8" of and visible to your unit. That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
TRUESILVER ARMOUR
1 CPWHEN: Your opponent’s Shooting phase orthe Fight phase, just after an enemy unit has selected its targets. TARGET: One GREy KNIGHTS TERMINATOR SQUAD unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
VIOLENT ACQUISITION
2 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One AGENTS OF THE IMpERIUM unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, that attack has the [SUSTAINED HITS 1], [LANCE] and [IGNORES COVER] abilities.
WILL‑SAPPING SALVO
1 CPWHEN: Your Shooting phase. TARGET: One Agents of the Imperium Infantry unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, if it is a Culexus Assassin unit, until the end of the phase, change the Damage characteristic of ranged weapons equipped by models in your unit to 3.
ANGELIC DESCENT
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One ADEPTA SORORITAS JUMP PACK unit from your army. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
BASTION OF FAITH
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Celestian Sacresants unit that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. In addition, if your unit is Righteous, you can select one other CELESTIAN SACRESANTS unit from your army that is not Battle-shocked and is within 6" of your unit. Until the end of the phase, each time an attack targets that CELESTIAN SACRESANTS unit, subtract 1 from the Hit roll as well.
BLAZING IRE
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One ADEPTA SORORITAS TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: One unit embarked within your TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
BLINDING RADIANCE
1 CPWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit's attacks, or one friendly ADEPTA SORORITAS JUMP PACK unit within 3" of such a unit. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. If you targeted an ADEPTA SORORITAS JUMP PACK unit from your army with this Stratagem, then until the end of the phase, while a friendly ADEPTA SORORITAS unit is unit is within 3" of your unit, each time an attack targets that unit, subtract 1 from the Hit roll.
BOUNDLESS ZEAL
1 CPWHEN: Your Movement phase, just after an ADEPTA SORORITAS unit from your army Falls Back. TARGET: That ADEPTA SORORITAS unit. EFFECT: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit has the PENITENT keyword, it is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
CARRY FORTH THE FAITHFUL
1 CPWHEN: Your Movement phase, just before an ADEPTA SORORITAS TRANSPORT model from your army Advances. TARGET: That ADEPTA SORORITAS TRANSPORT model. EFFECT: Until the end of the turn, you can re-roll Advance rolls made for your TRANSPORT, and units can disembark from your TRANSPORT even though it Advanced. Units that do so count as having made a Normal move, and cannot declare a charge this turn
CLEANSING FLAMES
2 CPWHEN: Your Shooting phase. TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, Torrent weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability
CONTEMPT FOR DEATH
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
DEVOUT FANATICISM
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One PENITENT unit from your army that was selected as the target as one or more of the attacking unit’s attacks. EFFECT: Roll one D6: your unit can be moved a distance in inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, models in your unit can be moved within Engagement Range of enemy units.
DIVINE GUIDANCE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: That ADEPTA SORORITAS unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. If one or more enemy models are destroyed as the result of any of those attacks, you gain 1 Miracle dice.
DIVINE INTERVENTION
1 CPWHEN: Any phase. TARGET: One Adepta Sororitas Character unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: You can discard 1-3 Miracle dice. At the end of the phase, set the last destroyed model from your unit back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models. Roll one D3, adding 1 to the result for each Miracle dice you discarded. That model is set back up with that number of wounds remaining (up to its starting number of wounds). RESTRICTIONS: You cannot select Saint Celestine as the target of this Stratagem. You cannot select the same CHARACTER as the target of this Stratagem more than once per battle.
FAITH AND FURY
1 CPWHEN: Fight phase. TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If one or more enemy models are destroyed as the result of your unit's attacks this phase, you gain 1 Miracle dice.
FEVERED ZEALOTS
1 CPWHEN: Your Movement phase, just after an ADEPTA SORORITAS unit from your army opens a Hatchway. TARGET: That ADEPTA SORORITAS unit. EFFECT: Until the end of the turn, your unit has the Fights First ability.
FINAL REDEMPTION
1 CPWHEN: Any phase. TARGET: One PENITENT unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
FINAL TESTAMENT
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: You can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you discarded a Miracle dice: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
INDEFATIGABLE DEDICATION
1 CPWHEN: Your Movement phase, just after an ADEPTA SORORITAS unit from your army Falls Back. TARGET: That ADEPTA SORORITAS unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit is Righteous, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
LASH OF GUILT
1 CPWHEN: Your Movement phase, just before a PENITENT unit from your army Advances. TARGET: That PENITENT unit. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit has the PENITENT ENGINES keyword, do not make an Advance roll for it; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
LIGHT OF THE EMPEROR
1 CPWHEN: Command phase. TARGET: One ADEPTA SORORITAS unit from your army. EFFECT: Until the end of the turn, your unit is blessed. While a unit is blessed, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws). If your unit has the JUMP PACK keyword, until the end of the turn, while a friendly ADEPTA SORORITAS unit is within 3" of your unit, that friendly unit is also blessed.
PASSION OF THE PENITENT
1 CPWHEN: Fight phase. TARGET: One PENITENT unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a PENITENT model in your unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
PATH OF THE RIGHTEOUS
1 CPWHEN: Fight phase. TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the turn, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, if your unit is Righteous, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.
PRAISE THE FALLEN
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One ADEPTA SORORITAS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
PRAYER OF PRECISION
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to shoot this phase. EFFECT: You can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If you discarded a Miracle dice, you can re-roll the Hit roll instead.
PURITY OF SUFFERING
1 CPWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One PENITENT unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, PENITENT models in your unit have the Feel No Pain 4+ ability.
RADIANT ILLUMINATION
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One ADEPTA SORORITAS unit from your army (excluding ARcO-fLAGELLANTS and REPENTIA SqUAD units) that was selected as a target of that charge. EFFECT: You can discard 1 Miracle dice. Until the end of the phase, subtract 1 from Charge rolls made for that enemy unit. If you discarded a Miracle dice, subtract 2 from Charge rolls made forthat enemy unit instead.
REPEL BOARDERS
1 CPWHEN: Your opponent’s Movement or Charge phase. TARGET: One ADEPTA SORORITAS unit from your army that has not fired Overwatch this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. In addition, until the end of the phase, each time you roll to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result.
RIGHTEOUS BLOWS
1 CPWHEN: Fight phase. TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If one or more enemy models are destroyed as the result of attacks made by those weapons this phase, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
RIGHTEOUS VENGEANCE
1 CPWHEN: Fight phase. TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, you can re-roll the Hit roll and, if your unit is Below Half-strength, you can re-roll the Wound roll as well.
RITES OF FIRE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTA SORORITAS unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 6" that is also within range of an objective marker, add 1 to the Wound roll. If one or more enemy models are destroyed as the result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
SANCTIFIED IMMOLATION
1 CPWHEN: Any phase. TARGET: One ADEPTA SORORITAS VEHICLE model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though It was just destroyed. EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model's Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
SAVAGE FRENZY
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. TARGET: One ARcO-fLAGELLANTS or REPENTIA SqUAD unit from your army within Engagement Range of that enemy unit. EFFECT: Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
SHIELD OF AVERSION
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
SHIELD OF DENIAL
1 CPWHEN: Any phase, just after a mortal wound is allocated to an ADEPTA SORORITAS unit from your army. TARGET: That ADEPTA SORORITAS unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability against mortal wounds. If your unit is Righteous, until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds instead.
SHIELD OF FAITH
1 CPWHEN: Any phase, just after an ADEPTA SORORITAS unit from your army suffers a mortal wound. TARGET: That ADEPTA SORORITAS unit, or one friendly ADEPTA SORORITAS JUMP PACK unit within 3" of it. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. If you targeted an ADEPTA SORORITAS JUMP PACK unit from your army with this Stratagem, then until the end of the phase, while a friendly ADEPTA SORORITAS unit is unit is within 3" of your unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.
SLICK WITH GORE
1 CPWHEN: Fight phase, just after an ADEPTA SORORITAS unit from your army destroys an enemy unit. TARGET: That ADEPTA SORORITAS unit. EFFECT: Until the end of the battle, your unit is slick with gore. In the Battle-shock step of your opponent's Command phase, if an enemy unit that is below its Starting Strength is within 6" of and visible to a unit from your army that is slick with gore, that enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This cannot cause a unit to take two Battle-shock tests in the same phase. RESTRICTIONS: You cannot use this Stratagem while a unit from your army that is slick with gore is on the battlefield.
SPIRIT OF THE MARTYR
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
SUFFERING AND SACRIFICE
1 CPWHEN: Start of the Fight phase. TARGET: One Adepta Sororitas Infantry or Adepta Sororitas Walker unit from your army. EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of its attacks.
SUFFER NOT THE UNFAITHFUL
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTA SORORITAS unit from your army that is Righteous and that has not been selected to shoot or fight this phase. EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
TO THE HEART OF HERESY
1 CPWHEN: Fight phase. TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the turn, improve the Strength characteristic of melee weapons equipped by models in your unit by 1. If your unit is Righteous, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well.
ABJECT HORROR
1 CPWHEN: Start of the Fight phase. TARGET: One KHORNE LEGIONES DAEMONIcA unit from your army. EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from the result.
ARCHAGONISTS
2 CPWHEN: Fight phase. TARGET: One Legiones Daemonica Slaanesh Monster unit or up to two Legiones Daemonica Slaanesh units (excluding Monsters) from your army that have not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in one of those units makes an attack, add 1 to the Wound roll.
BINDING SHADOW
1 CPWHEN: End of your opponent’s Fight phase. TARGET: Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that are not within Engagement Range of one or more enemy units. EFFECT: Remove those selected units from the battlefield and place them into Strategic Reserves.
BLOOD BEGETS SKULLS
1 CPWHEN: Your Charge phase. TARGET: One Legiones Daemonica Khorne unit from your army that has not been selected to charge this phase. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
CAVALCADE OF BLADES
1 CPWHEN: Your Charge phase, just after a Legiones Daemonica Slaanesh unit from your army ends a Charge move. TARGET: That LEGIONES DAEMONICA SLAANESH unit. EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit, or roll six D6 instead if your unit is a MONSTER unit: for each 4+, that enemy unit suffers 1 mortal wound.
CHANNELLED WRATH
1 CPWHEN: Fight phase. TARGET: One Shadow Legion unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit has the Khorne keyword, until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1 as well.
CORRUPT REALSPACE
1 CPWHEN: Start of any Command phase. TARGET: One LEGIONES DAEMONICA unit from your army that is within range of an objective marker you control. EFFECT: That objective marker is said to be Corrupted and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. In addition, while an objective marker is Corrupted and under your control, the area of the battlefield within 6" of that objective marker is considered to be within your army’s Shadow of Chaos.
DAEMONIC INVULNERABILITY
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of that enemy unit’s attacks. EFFECT: Until the end of the phase, each time an invulnerable saving throw is made for a model in your unit, re-roll a saving throw of 1.
DANCE OF DEATH
1 CPWHEN: Your Movement phase, just after a SLAANESH LEGIONES DAEMONIcA unit from your army Falls Back. TARGET: That SLAANESH unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
DEATH DENIED
1 CPWHEN: Your Command phase. TARGET: One Shadow Legion unit from your army. EFFECT: One model in your unit regains up to 3 lost wounds. In addition, If your unit has the Tzeentch keyword, return up to one destroyed model (excluding Character models) to your unit with its full wounds remaining.
DELIRIUM UNMADE
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Legiones Daemonica Tzeentch unit from your army that is not within Engagement Range of one or more enemy units. Alternatively, you can spend one Flux token when you use this Stratagem and target up to two LEGIONES DAEMONICA TZEENTCH units from your army instead (including those within Engagement Range of one or more enemy units). EFFECT: Remove your units from the battlefield and place them into Strategic Reserves.
DENIZENS OF THE WARP
1 CPWHEN: Your Movement phase. TARGET: One LEGIONES DAEMONICA unit from your army that is arriving using the Deep Strike ability this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models.
DRAUGHT OF TERROR
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One LEGIONES DAEMONICA unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in that unit by 1. In addition, until the end of the phase, each time such a weapon targets a unit that is Battle-shocked, you can re-roll the Wound roll.
ENCROACHING DARKNESS
1 CPWHEN: Your Shooting phase. TARGET: Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that arrived from Reserves this turn. EFFECT: Until the end of the phase, weapons equipped by models in your selected units have the [IGNORES COVER] ability.
FATEBORNE NIGHTMARES
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Legiones Daemonica Tzeentch unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features.
FATE SYPHONING
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One TzEENTcH LEGIONES DAEMONIcA unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, you can re-roll saving throws of 1 made for models in your unit.
FEVER VISIONS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Legiones Daemonica Nurgle unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. After your unit has finished making its attacks, select one enemy unit hit by one or more of those attacks; that enemy unit must take a Battle-shock test.
FICKLE BLESSINGS
1 CPWHEN: Your Shooting phase. TARGET: One HORRORS unit from your army. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] and [HAZARDOUS] abilities.
FICKLEFIRE
1 CPWHEN: Your Shooting phase. TARGET: One Legiones Daemonica Tzeentch unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets for, and resolving attacks with, ranged weapons. Until the end of the phase, each time an enemy model is destroyed while its unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks.
FLICKERING REALITY
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Legiones Daemonica Tzeentch unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Roll one D6, then you can spend one Flux token to re-roll the result: until the end of the phase, each time an attack targets your unit, on an unmodified Hit roll (after any re-roll) of that result, the attack sequence ends, even if the original Hit roll would have been a Critical Hit. Example: If you roll a 2 and choose to spend one Flux token to re-roll the result, and the re-roll is a 6, then until the end of the phase, each time an attack targets your unit, on an unmodified Hit roll of 6 the attack sequence ends, that attack fails to hit and no Critical Hit effects (e.g. Lethal Hits) are resolved.
FOETID RESURGENCE
2 CPWHEN: Your Command phase. TARGET: One Legiones Daemonica Nurgle unit from your army that is on the battlefield. EFFECT: Return up to 1 destroyed model to your unit, or up to D3 destroyed models instead if your unit is a Battleline unit, with their full wounds remaining. If it is a Monster unit, one model in your unit regains up to D3+1 lost wounds instead.
FOOLS’ FLIGHT
2 CPWHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back. TARGET: One Legiones Daemonica Khorne unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit. EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge. Note that even if that charge is successful, your unit does not receive any Charge bonus this turn.
FOUL RESILIENCE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One NURGLE LEGIONES DAEMONIcA unit from your army (excluding NURGLINGS units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
GLEEFUL INVASION
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. TARGET: One NURGLINGS unit from your army that was selected as the target of one of more of the attacking unit’s attacks. EFFECT: Your unit can make a Normal or Fall Back move of up to D6".
GORE‑HUNGRY ONSLAUGHT
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Legiones Daemonica Khorne unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features.
ILLUSORY PRESENCE
1 CPWHEN: Your Shooting phase, just after a TzEENTcH LEGIONES DAEMONIcA unit from your army has shot. TARGET: That TZEENTCH unit. EFFECT: Your unit can make a Normal move of up to D6". RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
IMPOSSIBLE ECLIPSE
1 CPWHEN: Any phase. TARGET: One Legiones Daemonica Tzeentch Monster unit from your army that is on the battlefield. EFFECT: Select No Man’s Land or your opponent’s deployment zone, or spend one Flux token and select both. Until the end of the phase, the selected areas of the battlefield are within your army’s Shadow of Chaos.
INCORPOREAL TERRORS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
INSUBSTANTIAL ENTITIES
1 CPWHEN: Your Movement phase. TARGET: One SLAANESH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". RESTRICTIONS: You can only use this Stratagem once.
INSUBSTANTIAL ENTITIES
1 CPWHEN: Your Movement phase. TARGET: One NURGLE LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". RESTRICTIONS: You can only use this Stratagem once.
INSUBSTANTIAL ENTITIES
1 CPWHEN: Your Movement phase. TARGET: One KHORNE LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". RESTRICTIONS: You can only use this Stratagem once.
INSUBSTANTIAL ENTITIES
1 CPWHEN: Your Movement phase. TARGET: One TzEENTcH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". RESTRICTIONS: You can only use this Stratagem once.
INSUBSTANTIAL ENTITIES
1 CPWHEN: Your Movement phase. TARGET: One LEGIONES DAEMONICA unit from your army that has not been selected to move this phase. EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". RESTRICTIONS: You can only use this Stratagem once.
MURKSHADOWS
1 CPWHEN: Your Movement phase. TARGET: One Legiones Daemonica Nurgle Infantry unit from your army. EFFECT: Until the end of the phase, each time your unit makes a Normal move, add 5" to the Move characteristic of models in your unit.
OVERWHELMING EXCESS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Legiones Daemonica Slaanesh unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
PARTING BLOWS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One LEGIONES DAEMONIcA unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
PHANTASMAL LONGING
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Legiones Daemonica Slaanesh unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features.
PLAGUE OF WOES
1 CPWHEN: Your opponent’s Command phase, before selecting any targets for the Melancholic Miasma Detachment rule. TARGET: One Legiones Daemonica Nurgle unit from your army. EFFECT: Until the end of the phase, after an enemy unit takes a Battle-shock test as a result of the Melancholic Miasma Detachment rule, select one other enemy unit within 9" of your unit; that enemy unit must take a Battle-shock test.
PYROGENESIS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Legiones Daemonica Tzeentch unit from your army that has not been selected to shoot or fight that phase. EFFECT: Until the end of the phase, add 2 to the Strength characteristic of weapons equipped by models in your unit, or spend one Flux token and add 3 to the Strength characteristic of those weapons and improve the Armour Penetration characteristic of those weapons by 1 instead.
ROT AND RENEWAL
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Legiones Daemonica Nurgle unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features.
SEDUCTIVE WHISPERS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One SLAANESH LEGIONES DAEMONIcA unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
SEEPING VIRULENCE
1 CPWHEN: Fight phase. TARGET: One Legiones Daemonica Nurgle unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in that unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
SENSORY EXCRUCIATION
1 CPWHEN: Your Command phase. TARGET: One Legiones Daemonica Slaanesh Monster unit from your army that is on the battlefield. EFFECT: Each unit on the battlefield that is within your army’s Shadow of Chaos must take a Battle-shock test, subtracting 1 from that test if they are Below Half-strength. Designer’s Note: This Stratagem forces all friendly and enemy units alike within your army’s Shadow of Chaos to take a Battle-shock test. This can allow a Chaos Daemons player to heal units from their army through the Daemonic Terror army rule, at the risk of causing some of their own units to become Battle-shocked.
SHADE PATH
2 CPWHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge. TARGET: One Shadow Legion unit from your army that was selected as a target of that charge. EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. In addition, if your unit has the Nurgle keyword, that enemy unit must take a Battle-shock test.
SHEATHED IN BRASS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Legiones Daemonica Khorne unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a Save characteristic of 3+.
SICKLY CONTAMINANTS
1 CPWHEN: End of the Fight phase, or your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One NURGLE LEGIONES DAEMONIcA unit from your army. If this Stratagem is used in your opponent’s Shooting phase, it must target a unit that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Select one objective marker your unit is within range of. Your unit suffers D3 mortal wounds and that objective marker is Secured by your army. If your unit is a PLAGUEBEARERS unit, it only suffers 1 mortal wound, instead of D3.
SKULLS BEGET BLOOD
1 CPWHEN: Your Shooting phase. TARGET: One Legiones Daemonica Khorne Infantry or Legiones Daemonica Khorne Mounted unit from your army (excluding units that Fell Back this turn) that is not within Engagement Range of one or more enemy units. EFFECT: Select one enemy unit that is not within Engagement Range of one or more units from your army and is within 8" of and visible to your unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
SOPORIFIC SCENT
1 CPWHEN: Your Movement phase. TARGET: One SLAANESH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed and your unit does not suffer mortal wounds from the Lithe Killers Detachment rule.
SPITEFUL DEMISE
1 CPWHEN: Any phase, just after a Shadow Legion unit from your army is destroyed, before removing the last model in that unit from the battlefield and before rolling any dice for the Deadly Demise ability. TARGET: That SHADOW LEGION unit. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Roll one D6 for each enemy unit that is within Engagement Range of the last model in your unit, adding 2 to the result if your unit has the Slaanesh keyword: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds.
SWIFT AS MURDER
1 CPWHEN: Your Movement phase. TARGET: One KHORNE LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in your unit.
THE REALM OF CHAOS
1 CPWHEN: End of your opponent’s turn. TARGET: Up to two LEGIONES DAEMONICA units from your army that are within your army’s Shadow of Chaos, or one other LEGIONES DAEMONICA unit from your army. EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves. They will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability. RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units with this Stratagem.
THIEVES OF PAIN
1 CPWHEN: Any phase, just after an attack or mortal wound is allocated to a model in a Legiones Daemonica Slaanesh unit from your army (excluding Monsters and Vehicles). TARGET: That LEGIONES DAEMONICA SLAANESH unit. EFFECT: Select one other friendly LEGIONES DAEMONICA SLAANESH unit that is within 9" of and visible to your unit. Until the end of the phase, while the selected unit is on the battlefield, each time a model in your unit would lose a wound, inflict 1 mortal wound on the selected unit instead.
UNREAL SPEED
1 CPWHEN: Your Charge phase. TARGET: One INfANTRY LEGIONES DAEMONIcA unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
UNSTOPPABLE SLAUGHTERERS
1 CPWHEN: Fight phase. TARGET: One KHORNE LEGIONES DAEMONIcA unit from your army that has not been selected to fight this phase. EFFECT: Select one closed Hatchway within 1" of your unit. Until the end of the phase, your unit is eligible to be selected to fight as if that Hatchway was open. When doing so, that unit can select targets as if that Hatchway was open (that Hatchway is only considered to be open for your unit, not for any other units).
WARP SURGE
1 CPWHEN: Your Charge phase. TARGET: One LEGIONES DAEMONICA unit from your army that is within your army’s Shadow of Chaos. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
WRATH UNDENIABLE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Legiones Daemonica Khorne unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
AGGRESSIVE STRIKE
1 CPWHEN: End of your Movement phase. TARGET: One HERETIC ASTARTES unit from your army that arrived using the Deep Strike ability this turn. EFFECT: Your unit can make a Normal move of up to 6". RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
ARMOUR OF CORRUPTION
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. RESTRICTIONS: You cannot target the same unit with the Armour of Corruption and Empyric Dislocation Stratagems in the same phase.
AT THE TYRANT’S COMMAND
1 CPWHEN: Your Movement phase. TARGET: One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
AUTOSTIMULANTS
1 CPWHEN: Start of your Charge phase. TARGET: One Heretic Astartes Infantry unit from your army. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
BALEFIRE BOON
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Soul Forge unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
BALEFUL BLESSING
1 CPWHEN: Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it. TARGET: That HERETIC ASTARTES unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
BIOMECHANOID REGENERATION
1 CPWHEN: Your Command phase. TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units). EFFECT: One model in your unit regains up to D3 lost wounds. If your unit has the Soul Forge keyword, one model in your unit regains up to 3 lost wounds instead.
BLACK CRUSADE
1 CPWHEN: Your Movement phase TARGET: One HERETIC ASTARTES INFANTRY unit or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units). EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back, and bolt pistols, boltguns and combi-bolters equipped by models in your unit have the [DEVASTATING WOUNDS] ability while your unit has not already inflicted 6 wounds this turn using that ability.
BLOODY EXAMPLE
1 CPWHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit. TARGET: That HERETIC ASTARTES unit. EFFECT: Each enemy unit within 12" of and visible to your unit must take a Battle-shock test.
BRINGERS OF DESPAIR
2 CPWHEN: Start of the Fight phase. TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that is within Engagement Range of your focus of hatred. EFFECT: Until the end of the phase, your unit has the Fights First ability.
BRUTAL ATTRITION
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES INFANTRY unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound.
CHOSEN FOR GLORY
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One DAMNED unit from your army that has not been selected to shoot or fight this phase. EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well.
COILS OF DECEPTION
1 CPWHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back. TARGET: That HERETIC ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back
CONTEMPTUOUS DISREGARD
1 CPWHEN: Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CORRUPTED MUNITIONS
1 CPWHEN: Your Shooting phase. TARGET: One HERETIC ASTARTES unit in your army that has just been selected to shoot. EFFECT: Until the end of the phase, each time a model in this unit makes a ranged attack, improve the Armour Penetration of that attack by 1.
CRAZED FOCUS
1 CPWHEN: Your Shooting phase. TARGET: One DAMNED unit from your army that has not been selected to shoot this phase. EFFECT: Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well.
CRUDE SABOTAGE
1 CPWHEN: Your Movement phase. TARGET: One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. EFFECT: Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway. RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
CRUEL EXECUTION
1 CPWHEN: Your Shooting phase. TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units). EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
DAEMONIC POSSESION
1 CPWHEN: Your Command phase. TARGET: One HERETIC ASTARTES VEHICLE unit from your army (excluding Daemon units). EFFECT: Until the end of the battle, your unit has the DAEMON keyword.
DELAYED MUTATIONS
2 CPWHEN: Your Command phase. TARGET: One Heretic Astartes Infantry unit (excluding Damned units) from your army. EFFECT: Your unit suffers D3 mortal wounds. Then select one augmentation (see Experimental Augmentations). Until the start of your next Command phase, models in your unit have the selected augmentation in addition to any other augmentations they have.
DEPTHLESS CRUELTY
1 CPWHEN: Fight phase TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
DESPERATE PLEDGE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1.
DETONATOR
1 CPWHEN: Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed TARGET: One HERETIC ASTARTES CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed. EFFECT: Your opponent does not roll to determine whether mortal wounds are inflicted by their model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted (if that ability inflicts a random number of mortal wounds, your opponent rolls to determine that number as normal).
DIABOLIC REGENERATION
1 CPWHEN: Your Command phase. TARGET: One Heretic Astartes Infantry unit (excluding Damned units) from your army. EFFECT: One destroyed model (excluding Character models) is returned to your unit. If your unit is a Battleline unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead.
EMPYRIC DISLOCATION
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. RESTRICTIONS: You cannot target the same unit with the Empyric Dislocation and Armour of Corruption Stratagems in the same phase.
ENCIRCLING SURGE
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that is within 6" of one or more battlefield edges and not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
ENDLESS IRE
2 CPWHEN: Any phase, just after your focus of hatred is destroyed. TARGET: One HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED units) EFFECT: Select one enemy unit within 12" of and visible to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred.
ETERNAL HATE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is a Khorne unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
EYE OF THE GODS
1 CPWHEN: Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit. TARGET: One HERETIC ASTARTES CHARACTER model in that unit. EFFECT: Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that CHARACTER model, and add 1 to the Attacks. Strength and Damage characteristics of that CHARACTER model’s melee weapons.
FEEDING FRENZY
1 CPWHEN: Your opponent’s Movement phase, when an enemy unit (excluding MONSTER and VEHICLES) is selected to Fall Back. TARGET: One HERETIC ASTARTES DAEMON VEHICLE or Vashtorr the Arkifane unit from your army that is within Engagement Range of that enemy unit. EFFECT: Until the end of the phase, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of your units Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, of that enemy unit is Battle-shocked, substract 1 from each of those tests.
FESTERING MIASMA
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit has the Stealth ability. In addition, if your unit is a Nurgle unit, it can only be selected as the target of a ranged attack if the attacking model is within 18".
FLEETING MIGHT
1 CPWHEN: Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact. TARGET: That DAMNED unit. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
FORGE-FIRE SURGE
1 CPWHEN: Your Movement phase, just after a HERETIC ASTARTES unit from your army Advances. TARGET: That HERETIC ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If your unit has the Soul Forge keyword, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced instead.
FROM ALL SIDES
1 CPWHEN: Start of your Charge phase. TARGET: One HERETIC ASTARTES unit from your army. EFFECT: Until the end of the phase, add 1 to Charge rolls made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3)
GLUT OF SOULS
1 CPWHEN: Fight phase. TARGET: One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding Titanic units) that has not been selected to fight this phase. EFFECT: Until the end of the phase, if your unit invokes its contract, each time it makes an attack that destroys an enemy model, roll one D6: on 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wound).
HARDENED KILLERS
1 CPWHEN: Your Command phase. TARGET: One Damned unit from your army. EFFECT: Select one of the following effects: Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.Improve the Save characteristic of models in this unit by 1.Until the start of your next turn, your unit has the benefit of that effect.
HORRIFIC INCURSION
1 CPWHEN: Your Movement phase. TARGET: One HERETIC ASTARTES unit from your army that arrived from Reserves this turn. EFFECT: Select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of and visible to your unit: that unit must take a Battle-shock test, subtracting 1 from the result.
IMPERIOUS ADVANCE
1 CPWHEN: Fight phase. TARGET: One HERETIc ASTARTES TERMINATOR unit from your army that has not been selected to fight this phase. EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by the selected models, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
INFERNAL ALTARS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead.
INFERNAL PATRONS
1 CPWHEN: Any phase, just after your opponent targets a unit from their army with a Stratagem. TARGET: One HERETIC ASTARTES unit from your army within 3" of and visible to that enemy unit. EFFECT: That enemy unit must take a Leadership test; if failed, that usage of that Stratagem has no effect (your opponent cannot use that Stratagem again this phase).
INFERNAL SACRIFICE
1 CPWHEN: Fight phase. TARGET: One DAMNED unit from your army that has not been selected to fight this phase. EFFECT: Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well.
INVETERATE MURDERERS
1 CPWHEN: Fight phase. TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
LET THE GALAXY BURN
1 CPWHEN: Your Shooting phase. TARGET: One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6.
LOW CUNNING
1 CPWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
MALICIOUS SURGE
1 CPWHEN: Your Charge phase. TARGET: One Heretic Astartes Infantry unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
MALIGN WILL
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time your unit takes a Leadership test for the Dark Pacts ability, subtract 1 from the result and, if passed, select one objective marker within 6" of your unit. If there are no enemy units within range of that objective marker (excluding Battle-shocked units], that objective marker is Secured by your army.
MASTERS ARE WATCHING
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Heretic Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, subtracting 1 from the result if it is a Damned unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
MERCILESS PURSUIT
1 CPWHEN: End of your opponent’s Movement phase. TARGET: One HERETIC ASTARTES INFANTRY unit from your army that is not within Engagement range of one or more enemy units. EFFECT: Select one enemy unit that Fell Back this turn and is within 6" of your unit. Your unit can declare a charge as if it were your Charge phase. When doing so, you can only select that enemy unit as the target of that charge (and only if it is an eligible target). Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
MILLENNIA OF EXPERIENCE
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units) that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6".
MONSTROUS VISAGES
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Heretic Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
MORTAL THRALLS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected ts targets. TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking units attacks, and one friendly DAMNED unit within 3" of your unit and visible to both your unit and the attacking unit. EFFECT: Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
MUTATION’S CURSE
1 CPWHEN: Your Shooting phase. TARGET: One Heretic Astartes Psyker unit from your army. EFFECT: Select one visible enemy unit within 12" of your unit. Roll one D6: on a 1, that enemy unit suffers 1 mortal wound; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5-6, that enemy unit suffers 2D3 mortal wounds.
NEVER OUTGUNNED
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One HERETIC ASTARTES unit from your army that has just been selected to shoot or fight. EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
NEXT PRIZE
1 CPWHEN: Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway. TARGET: That HERETIC ASTARTES unit. EFFECT: Your unit can make a Normal move of up to 3". If this Stratagem is used in your Movement phase, at least one model from your unit must end that move on the opposite side of the Hatchway from the one it started the phase on.
NO REST IN DEATH
1 CPWHEN: Your Movement phase. TARGET: One Heretic Astartes unit from your army within 9" of a Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army. EFFECT: One model in your unit regains up to D3+1 lost wounds. If your unit has the Battleline keyword, you can return up to D3 destroyed models (excluding Character models) to your unit with their full wounds remaining, instead.
OPPORTUNISTIC RAIDERS
1 CPWHEN: End of the Fight phase TARGET: One HERETIC ASTARTES unit from your army that was eligible to fight this phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6", or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a Fall Back move. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.
PERSISTENT ASSAILANTS
1 CPWHEN: Fight phase. TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more attacks this phase and has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well.
PICK THEM OFF
1 CPWHEN: Your Shooting phase. TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well.
PITILESS CANNONADE
1 CPWHEN: Your Shooting phase. TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit
PITILESS HUNTERS
1 CPWHEN: Your Shooting phase. TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
POINT-BLANK DESTRUCTION
1 CPWHEN: Your Shooting phase TARGET: One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase. EFFECT: Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability.
PORTAL OF SPITE
1 CPWHEN: Your Charge phase. TARGET: One HERETIC ASTARTES unit from your army that was set up using the Deep Strike ability this turn and has not declared a charge this phase. EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 2 to the Charge roll.
PREDATORY PURSUIT
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall back move. TARGET: One HERETIC ASTARTES VEHICLE or Vashtorr the Arkifane unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit.
PREY ON THE WEAK
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll.
PROFANE ZEAL
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
REAVERS’ FLURRY
1 CPWHEN: Your Fight phase. TARGET: One HERETIC ASTARTES unit from your army that made a Charge move this turn. EFFECT: Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit.
REAVERS’ HASTE
1 CPWHEN: Your Charge phase. TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll.
REAVERS’ REACTION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that was hit by one or more of those attacks. EFFECT: Your unit can make a Normal move of up to D6".
RECKLESS HASTE
1 CPWHEN: Your Charge phase TARGET: One DAMNED unit from your army. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
RELENTLESS PURSUIT
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6".
RELENTLESS TERROR
1 CPWHEN: Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back. TARGET: That HERETIC ASTARTES INFANTRY unit. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.
RELENTLESS TERROR
1 CPWHEN: Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back. TARGET: That HERETIC ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
RENEGADE CLAIM
1 CPWHEN: Your Movement phase TARGET: One HERETIC ASTARTES unit from your army within range of an objective marker you control. EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
RUINOUS RAID
1 CPWHEN: Your Shooting phase or your Fight phase TARGET: One HERETIC ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
SADISTIC DISPLAY
1 CPWHEN: Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit. TARGET: That HERETIC ASTARTES unit. EFFECT: Each enemy unit within 6" of and visible to your unit (excluding MONSTER and VEHICLE units) must take a Battle-shock test.
SCOUR AND SEIZE
1 CPWHEN: Fight phase. TARGET: One HERETIC ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the [PRECISION] ability.
SCRAMBLED COORDINATES
1 CPWHEN: Start of the Reinforcements step of your opponent’s Movement phase. TARGET: One HERETIC ASTARTES unit from your army. EFFECT: Until the end of the phase, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" horizontally of your unit.
SCREAMING DESCENT
1 CPWHEN: Reinforcements step of your Movement phase, from the second battle round onwards. TARGET: One HERETIC ASTARTES JUMP PACK unit from your army that is in Reserves. EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle-shock test.
SEIZE THE PRIZE
1 CPWHEN: Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance. TARGET: That HERETIC ASTARTES unit. EFFECT: Do not make an Advance roll for your unit. Instead, until the end of the phase add 6" to the Move characteristic of models in your unit.
SELFLESS DEMISE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One DAMNED unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
SHROUD OF CHAOS
1 CPWHEN: Start of your opponent’s Shooting phase. TARGET: One Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army. EFFECT: Until the end of the phase, your unit has the following ability: Shroud of Chaos (Aura): Models in friendly HERETIC ASTARTES units within 6" of this unit have the Stealth ability.
SIEGEBREAKER STRIKE
1 CPWHEN: Your Shooting phase. TARGET: Up to two HERETIC ASTARTES units from your army that were set up using the Deep Strike ability this turn and have not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [IGNORES COVER] ability.
SIEGECRAFT
1 CPWHEN: Start of your opponents Charge phase. TARGET: One HERETIC ASTARTES unit from your army. EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
SKINSHIFT
1 CPWHEN: Your Command phase. TARGET: One HERETIC ASTARTES unit from your army. EFFECT: One model in your unit regains up to 3 lost wounds. In addition, if your unit is a Tzeentch unit below its Starting Strength, one destroyed model (excluding Character models) is returned to your unit with its full wounds remaining.
SOULSEEKERS
1 CPWHEN: Your Shooting phase. TARGET: One Heretic Astartes unit from your army that has not been selected to shoot that phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
SOUL-TALLY OFFERING
2 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Soul Forge unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.
SPECIMENS FOR THE SPIDER
2 CPWHEN: Fight phase. TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re-roll the Wound roll. After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle-shock test. If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle-shock test instead.
STEADFAST DETERMINATION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
STORM THE BRIDGE!
1 CPWHEN: Your Charge phase. TARGET: One DAMNED or CHAOS SPAwN unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
TALONS SUNK DEEP
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1.
TORPEFYING REFRAIN
1 CPWHEN: Your Movement phase. TARGET: One HERETIC ASTARTES unit from your army. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a Slaanesh unit, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
TO THE FAVOURED THE SPOILS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One HERETIC ASTARTES unit from your army that lost one or more wounds as a result of those attacks. EFFECT: Your unit can make a Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
TOUCH OF THE ARKIFANE
1 CPWHEN: Any phase. TARGET: One HERETIC ASTARTES unit from your army (excluding Damned units) that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, if your unit is selected to make a Dark Pact, you can select both abilities for that unit’s weapons to gain.
UNDYING HATRED
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
UNFAILINGLY OBDURATE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
UNHOLY FORTITUDE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Soul Forge unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, add 1 to the Toughness characteristic of models in your unit.
UNHOLY HASTE
1 CPWHEN: Your Charge phase. TARGET: One Heretic Astartes Infantry unit from your army that has not been selected to charge that phase. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
UNSTOPPABLE RAMPAGE
1 CPWHEN: Your Movement phase or Charge phase. TARGET: One Heretic Astartes Vehicle or Vashtorr the Arkifane unit from your army that has not been selected to move or charge this phase. EFFECT: Until the end of the phase, each time your unit makes Normal, Advance or charge move, it can move horizontally through terrain features as if they were not there.
VENGEFUL DESTRUCTION
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Heretic Astartes Infantry (excluding Damned units) or Heretic Astartes Mounted unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time your unit makes an attack that targets your Vendetta target, add 1 to the Wound roll.
WARPCHARGED ENGINES
1 CPWHEN: Your Movement phase. TARGET: One HERETIC ASTARTES TRANSPORT or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
WARP FLICKER
1 CPWHEN: Your Movement phase. TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
WARP-TAINTED
1 CPWHEN: Your Movement phase. TARGET: One Heretic Astartes Terminator, Obliterators or Mutilators unit from your army, within range of an objective marker you control. EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
ALLIES OF ENTROPY
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
ALL IS ROT
1 CPWHEN: Your Shooting phase. TARGET: One Plague Legions unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks.
AVATARS OF DECAY
1 CPWHEN: Your Shooting phase. TARGET: One Plague Legions unit from your army. EFFECT: Until the end of the phase, while an enemy unit is within 6" of your unit, that enemy unit is Afflicted.
BLESSINGS OF FILTH
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
BLIGHTED LAND
2 CPWHEN: End of your Movement phase. TARGET: One Death Guard Vehicle unit from your army. EFFECT: Select one terrain feature within 24" of and visible to your unit. Until the start of your next turn, enemy units are Afflicted while they are within 3" of that terrain feature.
BLOOMING PESTILENCE
1 CPWHEN: Start of any phase. TARGET: One Terminator unit from your army. EFFECT: Until the end of the phase, add 3" to the Contagion Range of models in your unit.
CHINKS IN THE ARMOUR
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
CLOUD OF FLIES
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll.
CLUTCHING CORRUPTION
1 CPWHEN: Fight phase. TARGET: One Death Guard unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more Plague Legions units from your army, you can re-roll the Hit roll.
CORROSIVE CURSE
1 CPWHEN: Start of your Shooting phase. TARGET: One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army. RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge.
CREEPING BLIGHT
1 CPWHEN: Your Shooting phase. TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
DEATH’S HEADS
1 CPWHEN: Your Shooting phase. TARGET: One Biologus Putrifier unit from your army that is not within Engagement Range of one or more enemy units and has not been selected to shoot this phase. EFFECT: Select one enemy unit (excluding VEHICLES) that is within 8" of and visible to your unit. Until the start of your next turn, that unit has the effect of all Plagues (see Nurgle’s Gift).
DISGUSTINGLY RESILIENT
2 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
DRAWN TO DESPAIR
1 CPWHEN: Your Shooting phase. TARGET: One Death Guard unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll.
DRONING HORROR
1 CPWHEN: Your Shooting phase. TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead.
ENERVATING ONSLAUGHT
1 CPWHEN: Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move. TARGET: That Death Guard Infantry unit. EFFECT: Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a Cultist or Poxwalker model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
EYE OF THE SWARM
1 CPWHEN: Your Shooting phase. TARGET: One Death Guard Infantry unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability.
EYESTINGER STORM
1 CPWHEN: Your opponent’s Command phase. TARGET: One Death Guard Vehicle unit from your army. EFFECT: Select one objective marker visible to one or more models in your unit. Each Afflicted enemy unit within range of that objective marker must take a Battle-shock test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
FLESHY AVALANCHE
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Plague Legions Monster unit from your army that has not been selected to move or charge this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
FONT OF FILTH
1 CPWHEN: Your Shooting phase. TARGET: One Death Guard Vehicle unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability.
GNAWING HUNGER
1 CPWHEN: Your Command phase. TARGET: One Poxwalkers unit from your army. EFFECT: Until the end of the turn, add 1 to the Move characteristic of models in your unit, and add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit.
GRIM REAPERS
1 CPWHEN: Fight phase. TARGET: One Terminator unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll.
GRIP OF THE WALKING POX
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Poxwalkers unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: After the attacking unit has fought, roll one D6 for each model from your unit that was destroyed as a result of those attacks: on a 6, the attacking unit suffers 1 mortal wound. If your unit is not destroyed after the attacking unit has fought, enemy models destroyed as a result of this Stratagem count as enemy models destroyed by an attack made by a model in your unit for the purposes of the Curse of the Walking Pox ability.
GROTESQUE DEMISE
1 CPWHEN: Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought. TARGET: That DEATH GUARD unit. EFFECT: Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test.
GROTESQUE FORTITUDE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Death Guard Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, add 2 to the Toughness characteristic of models in your unit.
HIDDEN AMONGST THE DEAD
1 CPWHEN: The Reinforcements step of your Movement phase. TARGET: One Poxwalkers unit from your army that is in Strategic Reserves and that is not an Attached unit. EFFECT: Until the end of the phase, models in that unit have the Deep Strike ability.
INFESTATION
1 CPWHEN: Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured. TARGET: One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker. EFFECT: Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it. RESTRICTIONS: You can only use this Stratagem once per battle round.
LEECHSPORE ERUPTION
1 CPWHEN: Your Command phase. TARGET: One Death Guard model your army that has lost one or more wounds. EFFECT: Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds).
MALIGNANCE MAGNIFIED
2 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
MIRESLICK
1 CPWHEN: Your opponent’s Movement phase, when an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. TARGET: One Plague Legions unit from your army that is within Engagement Range of that enemy unit. EFFECT: Until the end of the phase, while an enemy unit is within Engagement Range of your unit, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead.
MOBILE VECTOR
1 CPWHEN: Your Movement phase, before the Reinforcements step. TARGET: One Death Guard Character unit from your army that is not leading a unit. EFFECT: Select one other friendly Death Guard unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.
MORTARION'S TEACHINGS
1 CPWHEN: Your Shooting phase. TARGET: One Terminator unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities.
MYPHITIC INVIGORATION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Death Guard Infantry unit from your army that is within 6" of one or more friendly Myphitic Blight-hauler units and that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
NAUSEATING PAROXYSMS
1 CPWHEN: Start of the Fight phase. TARGET: One Death Guard Infantry unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Select one enemy unit within Engagement Range of your unit. That unit must take a Battle-shock test, subtracting 1 from the result.
OVERWHELMING GENEROSITY
1 CPWHEN: Start of your Shooting phase. TARGET: One Death Guard Character unit from your army. EFFECT: Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes.
PATH OF PESTILENCE
1 CPWHEN: Your Movement phase. TARGET: One DEATH GUARD CULTISTS unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. EFFECT: Select one closed Hatchway within 1” of your unit. Your unit can attempt to operate that Hatchway. RESTRICTIONS: Until the end of the turn, your unit cannot attempt to operate a Hatchway again.
PERSISTENT PESTS
1 CPWHEN: Any phase. TARGET: One Nurglings unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with its full wounds remaining. RESTRICTIONS: You can only use this Stratagem once per battle.
PLAGUESURGE
2 CPWHEN: Your Command phase. TARGET: Your Death Guard WARLORD that is on the battlefield. EFFECT: Until the start of your next Command phase, add 3" to the Contagion Range of models from your army.
POX FLARE
1 CPWHEN: Fight phase. TARGET: One POXwALKERS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
PUTRID DETONATION
1 CPWHEN: Any phase. TARGET: One Death Guard Vehicle or Death Guard Monster model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. In addition, any enemy units that suffer mortal wounds as a result of this Stratagem are Afflicted until the start of your next turn.
RABID INFUSION
1 CPWHEN: Start of the Fight phase. TARGET: One Death Guard unit from your army that includes two Character models. EFFECT: Until the end of the phase, your unit has the Fights First ability.
RELENTLESS GRIND
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Death Guard Vehicle unit from your army that has not been selected to move or charge this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
SEED OF CORRUPTION
1 CPWHEN: Your Shooting phase. TARGET: One DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase. EFFECT: If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn.
SEEPING CORROSION
1 CPWHEN: Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway. TARGET: That DEATH GUARD unit. EFFECT: Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result.
SHAMBLING ONSLAUGHT
1 CPWHEN: Your opponent's Movement phase, just after an enemy unit is selected to Fall Back. TARGET: One POXwALKERS unit from your army within Engagement Range of that enemy unit. EFFECT: After that enemy unit ends that Fall Back move, if your unit is not within Engagement Range of one or more enemy units, your unit can make a Normal move.
SHAMBLING WALL
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Poxwalkers unit within 3" of your unit and visible to both your unit and the attacking unit. EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed.
SHOCK AND HORROR
1 CPWHEN: Your Charge phase, just after a Death Guard unit from your army ends a Charge move. TARGET: That DEATH GUARD unit. EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
SICKENING IMPACT
1 CPWHEN: Your Charge phase, just after a Terminator unit from your army ends a Charge move. TARGET: That TERMINATOR unit. EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
SIGNAL POX
1 CPWHEN: Your Command phase. TARGET: One Lord of Virulence model from your army. EFFECT: Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted.
SMEARED WITH FILTH
1 CPWHEN: Fight phase. TARGET: One Poxwalkers unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. EFFECT: Select one enemy unit that made one or more attacks that targeted your unit this phase. Until the end of the battle, that enemy unit is Afflicted.
STINKING MIRE
1 CPWHEN: Start of your opponent’s Charge phase. TARGET: One Death Guard Vehicle unit from your army. EFFECT: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
THE DEAD RISE
1 CPWHEN: Your Movement phase, at the start of the Reinforcements step. TARGET: One POXwALKERS unit from your army that is in Reserves. EFFECT: Until the end of the phase, your unit has the Deep Strike ability. RESTRICTIONS: You can only use this Stratagem once.
UNDYING SPITE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Terminator unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
VERMIN CLOUD
1 CPWHEN: Fight phase. TARGET: One Death Guard Infantry unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
A CHALLENGE MET
2 CPWHEN: End of your opponent’s Movement phase. TARGET: One WYCH CULT unit from your army that would be able to declare a charge if it were your Charge phase. EFFECT: Select one enemy unit within 9" of your unit that was set up on the battlefield this phase or that ended a Normal or Advance move this phase. Your unit now declares a charge that targets only that enemy unit, and you resolve that charge. RESTRICTIONS: Even if that charge is successful, your unit does not receive any Charge bonus this turn.
ACROBATIC DISPLAY
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Wych Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.
BERSERK FUGUE
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Wych Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
CONNOISSEURS OF PAIN
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Drukhari unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Spend 1 Pain token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a Haemonculus Covens unit, you gain 1 Pain token.
CREW-THIEVES
1 CPWHEN: Fight phase. TARGET: One WRAcKS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [ANTI-INFANTRY 3+] ability.
DANCE MACABRE
2 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Drukhari Infantry or Harlequins Infantry unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead.
DARK HARVEST
1 CPWHEN: Start of the Fight phase. TARGET: Up to two Wracks units from your army, or one other Drukhari unit from your army. EFFECT: Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability.
DEADLY DEBUT
1 CPWHEN: Fight phase. TARGET: One DRUKHARI unit from your army that made a Charge move this turn and has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Wyches unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well.
DEADLY DECEIVERS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
DECKPLATE SWEEPERS
1 CPWHEN: Your Shooting phase. TARGET: One KABAL unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of splinter cannons, splinter rifles and splinter pistols equipped by models in your unit by 1.
DISTILLERS OF FEAR
2 CPWHEN: Fight phase. TARGET: One Haemonculus Covens unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is Battle-shocked, that attack has the [DEVASTATING WOUNDS] ability.
DOUBLE-CROSS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Drukhari unit (excluding Vehicles). EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your KABAL or BLADES FOR HIRE unit, if your DRUKHARI unit is within Engagement Range of the attacking model, no saving throw is made for that attack; instead, your DRUKHARI unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
EAGER FOR THE KILL
1 CPWHEN: Start of your Movement phase. TARGET: Up to two Wyches units from your army, or one other Drukhari unit from your army, that have not been selected to move this phase. EFFECT: Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the Reavers’ Matchless Swiftness ability).
ELUSIVE DUELLISTS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and, if your unit has the INcUBI keyword, models in your unit have a 4+ invulnerable save.
ENEMIES WITHOUT NUMBER
1 CPWHEN: Your Command phase, just after you complete a Contract. TARGET: One Archon WARLORD from your army. EFFECT: Select one new Contract (this can be one you have already completed), then select one unit from your opponent’s army that is on the battlefield and matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and the Murderous Agenda Detachment rule applies as normal.
ENFOLDING NIGHTMARE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Haemonculus Covens unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Roll one D6: your unit can be moved a number of inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
FATEFUL ROLE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Drukhari or Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that unit is losing the wager: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
FEIGNED WEAKNESS
1 CPWHEN: Your Movement phase, just after a Drukhari unit from your army Falls Back. TARGET: That DRUKHARI unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back.
FIGHTING SHADOWS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Drukhari unit from your army (excluding Haemonculus Covens units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
HORRIFYING FORM
1 CPWHEN: End of any phase, when an objective marker Secured by your army would be Seized by an enemy unit. TARGET: One HAEMONcULUS COvENS unit from your army within range of that objective marker. EFFECT: Until the end of your next turn, while you have one or more DRUKHARI units within range of that objective marker (excluding Battle-shocked units), that objective marker remains Secured by your army and cannot be Seized by enemy units. RESTRICTIONS: You can only use this Stratagem once per battle round.
HYPERAGILITY
1 CPWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One WYcH CULT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
INSENSIBLE TO PAIN
2 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Haemonculus Covens unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
INSTINCTIVE SPITE
1 CPWHEN: Start of your Shooting phase or the start of the Fight phase. TARGET: Up to two Drukhari Battleline units from your army, or one other Drukhari unit from your army. EFFECT: You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well.
MAKING A POINT
1 CPWHEN: Your Shooting phase. TARGET: One Kabalite Warriors or Hand of the Archon unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, improve the Ballistic Skill and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1.
MALICIOUS FRENZY
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Drukhari or Harlequins unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select [LETHAL HITS] or [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
MOULDED MUSCULATURE
1 CPWHEN: Fight phase. TARGET: One HAEMONcULUS COvENS unit from your army that has not been selected to fight this phase. EFFECT: Select any number of models in your unit. Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by the selected models by 1, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
MURDERER’S CIRCUS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Drukhari or Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
NIGHT SHIELD
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Drukhari Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
NO OBSTACLE
1 CPWHEN: Your Charge phase. TARGET: One WYCH CULT unit from your army that opened a Hatchway this turn. EFFECT: Until the end of the phase, your unit can declare a charge that includes one or more targets that are not visible to it, provided each of those units that are not visible to it are wholly on the opposite side of that Hatchway from your unit.
OPPORTUNISTIC THIEVES
1 CPWHEN: End of your Fight phase. TARGET: One KABAL unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Select one objective marker you do not control that is visible to your unit. Your unit can make a Normal move of up to D6", but if it does, every model in that unit must end that move as close as possible to that objective marker.
PHANTASM GRENADES
1 CPWHEN: Your Movement phase, just after a WYcH CULT unit from your army ends a Normal move, before any enemy units fire Overwatch. TARGET: That WYCH CULT unit. EFFECT: Select one enemy unit within 9" of and visible to your unit. That enemy unit must take a Battle-shock test, subtracting 1 from the result: if failed, until the end of the turn, that enemy unit cannot fire Overwatch.
POISONER’S ART
1 CPWHEN: Fight phase, just after a Haemonculus Covens unit from your army has fought. TARGET: That HAEMONCULUS COVENS unit. EFFECT: Select one enemy unit (excluding VEHICLES) hit by one or more of your unit’s attacks this phase. Until the end of the battle, that enemy unit is poisoned. At the start of each Command phase, roll one D6 for each poisoned unit on the battlefield: on a 4+, that unit suffers D3 mortal wounds.
POSTMORTALITY
1 CPWHEN: Any phase. TARGET: One Haemonculus model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Spend 1-3 Pain tokens. At the end of the phase, set the destroyed model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with a number of wounds remaining equal to the number of Pain tokens you just spent. RESTRICTIONS: You cannot use this Stratagem if you have 0 Pain tokens, and you cannot target the same HAEMONCULUS model with this Stratagem more than once per battle.
POUNCE ON THE PREY
1 CPWHEN: Your Movement phase, just after a Drukhari Infantry unit from your army disembarks from a Transport that made a Normal move this phase. TARGET: That INFANTRY unit. EFFECT: Until the end of the turn, your unit is eligible to declare a charge.
PRETERNATURAL AGILITY
1 CPWHEN: Start of your Movement or Charge phase. TARGET: One Wych Cult unit from your army. EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, you can ignore any or all modifiers to its Move characteristic and to Advance and Charge rolls made for it and, until the end of the turn, each time a model in your unit makes such a move, it can move horizontally through models (when doing so, such a model can move within Engagement Range of such models but cannot end a Normal or Advance move within Engagement Range of them).
RAID AND FADE
2 CPWHEN: End of your Shooting phase. TARGET: Up to two Kabalite Warriors units from your army, or one other Drukhari unit from your army (excluding ScouRGES and Aircraft). EFFECT: Each of those units can make a Normal move of up to 6". RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge.
SCINTILLATING TEMPO
1 CPWHEN: Your Movement phase or your Charge phase, just after a Drukhari or Harlequins unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. TARGET: That unit. EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at your unit.
SHIPBOARD SHADES
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
SHORTEN THE ODDS
1 CPWHEN: Your Movement phase, just after a Drukhari or Harlequins unit from your army has Advanced. TARGET: That unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
SKYBORNE ANNIHILATION
1 CPWHEN: Your Shooting phase. TARGET: One Drukhari unit from your army that has not been selected to shoot this phase and that disembarked from a Transport this turn. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a Kabalite Warriors or Hand of the Archon unit.
SWOOPING MOCKERY
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Drukhari Transport from your army that is within 9" of that enemy unit. EFFECT: Your TRANSPORT can make a Normal move of up to 6".
SYMPHONY OF SUFFERING
1 CPWHEN: Fight phase, just after a Drukhari unit from your army destroys an enemy unit. TARGET: That DRUKHARI unit. EFFECT: Each enemy unit within 9" of and visible to your unit must take a Battle-shock test, subtracting 1 from that test if your unit is a Haemonculus Covens unit.
TAILORED TOXINS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Kabal or Blades for Hire unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets your Contract unit, an unmodified Hit roll of 5+ scores a Critical Hit.
TAKEN ALIVE
1 CPWHEN: Fight phase. TARGET: One Drukhari unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem.
TAKE THEM ALIVE
1 CPWHEN: Your Shooting phase, just after a KABAL unit from your army has shot. TARGET: That KABAL unit. EFFECT: Select one enemy unit hit by one or more of your unit’s attacks this phase (excluding those made with Pistols). That enemy unit must take a Battle-shock test, subtracting 1 from the result if your unit is within 6” of it.
TERRIFYING AURA
1 CPWHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets. TARGET: One HAEMONcULUS COvENS unit from your army that was selected as the target of one or more of the attacking unit's attacks and is within 6" of the attacking unit. EFFECT: That enemy unit must take a Leadership test, subtracting 1 if it is within 3" of your unit: if failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.
TOYING WITH THE PREY
1 CPWHEN: Fight phase, just after a WYcH CULT unit from your army has fought. TARGET: That WYCH CULT unit. EFFECT: If your unit destroyed one or more enemy models this phase, select one of those enemy models. Until the end of your opponent’s next turn, subtract 1 from the Objective Control characteristic of models in that enemy model's unit (to a minimum of l).
UNFEELING ABOMINATIONS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One HAEMONcULUS COvENS unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if your unit has the GROTESqUES keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. RESTRICTIONS: If your unit has the GROTESQUES keyword, until the end of the phase, it loses the Mindless Killing Machines ability.
VETERAN PIRATES
1 CPWHEN: Your Shooting phase, just after a KABALITE WARRIORS unit from your army has shot. TARGET: That KABALITE WARRIORS unit. EFFECT: Your unit can make a Normal move of up to 3".
VICIOUS BLADES
1 CPWHEN: Fight phase, just after a Drukhari Transport from your army has selected its targets. TARGET: That TRANSPORT. EFFECT: After your TRANSPORT has fought, select one enemy unit that was the target of one or more of those attacks and roll one D6 for each model embarked within your TRANSPORT, adding 1 to the result if that embarked model is a Wracks model: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
VOIDSHIP GLADIATORS
1 CPWHEN: Your Movement phase. TARGET: One WYcHES unit from your army that has not been selected to move this phase. EFFECT: Roll one D6: on a 2+, until the end of the turn, enemy units cannot fire Overwatch at your unit.
WRAITHLIKE RETREAT
1 CPWHEN: End of the Fight phase. TARGET: One Drukhari Infantry unit from your army that fought this phase. EFFECT: Your unit can make a Normal or Fall Back move, but unless it is a Wyches unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly Drukhari Transport and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move).
ADVANCE AND CLAIM
1 CPWHEN: Your Command phase. TARGET: One Emperor’s Children Transport from your army that has one or more Tormentors units embarked within it (excluding Battle-shocked units). EFFECT: Select one objective marker you control that your TRANSPORT is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
ALLURING GROTESQUERIE
1 CPWHEN: Start of the Fight phase. TARGET: One EMPEROR’S CHILDREN unit from your army. EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test. Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
ARMOUR OF ABHORRENCE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets a model in your unit, worsen the Armour Penetration characteristic of that attack by 1.
BEAUTIFUL DEATH
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Emperor’s Children Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is your army’s Favoured Champions. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
CAPRICIOUS REACTIONS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
CATALYTIC STIMULUS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Emperor’s Children unit from your army that lost one or more wounds as a result of those attacks. EFFECT: Your unit can make a Stimulus move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
CEASELESS ONSLAUGHT
1 CPWHEN: Your Charge phase. TARGET: One Emperor’s Children unit from your army that disembarked from a Transport that made a Normal move this turn. EFFECT: Until the end of the phase, your EMPEROR’S CHILDREN unit is eligible to declare a charge.
CLOSE-QUARTERS EXCRUCIATION
1 CPWHEN: Your Shooting phase. TARGET: One Emperor’s Children unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time an EMPEROR’S CHILDREN model in your unit makes an attack that targets an eligible unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1.
CLOYING CORRUPTION
1 CPWHEN: Start of your Movement phase. TARGET: One FLAWLESS BLADES unit from your army. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.
COMBAT STIMMS
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Emperor’s Children iNFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
CONTEMPTUOUS DISREGARD
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase. TARGET: One Emperor’s Children unit from your army. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
CRUEL BLADESMAN
1 CPWHEN: Fight phase. TARGET: One Emperor’s Children unit from your army that made a Charge move this turn and has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
CRUEL RAIDERS
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Emperor’s Children unit from your army that is wholly within 9" of one or more battlefield edges and not within 3" horizontally of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
CUT DOWN THE WEAK
2 CPWHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back. TARGET: One Emperor’s Children unit from your army (you can only select a Vehicle if it is a Walker) that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. EFFECT: Your unit can declare a charge. When doing so, you must select that enemy unit as a target of that charge, and your unit does not receive a Charge bonus this turn.
DARK APPARITIONS
2 CPWHEN: End of your opponent’s Fight phase. TARGET: One Daemonettes unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If it arrives back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability, it can be set up anywhere that is more than 6" horizontally away from all enemy units (instead of more than 9"), provided it is also set up wholly within 9" of one or more friendly Emperor’s Children units.
DARK VIGOUR
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Emperor’s Children unit from your army (excluding Beasts and Vehicles) that is within 9" of the enemy unit that just ended that move. EFFECT: Your unit can make a Normal move of up to 6".
DEATH ECSTASY
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
DEFT PARRY
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
DEVOTED DUELLISTS
1 CPWHEN: Fight phase. TARGET: One or more Emperor’s Children Character units from your army that have not been selected to fight this phase. EFFECT: Select one enemy unit. Until the end of the phase, melee weapons equipped by models in those CHARACTER units have the [SUSTAINED HITS 1] ability while targeting that enemy unit.
DIABOLIC MAJESTY
1 CPWHEN: Your Shooting phase or the Fight phase, just after an Emperor’s Children Character unit becomes your army’s Favoured Champions. TARGET: That EMPEROR’S CHILDREN unit. EFFECT: Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from the result. RESTRICTIONS: You can only use this Stratagem once per battle round.
DYNAMIC BREAKTHROUGH
1 CPWHEN: Your Movement phase. TARGET: One Emperor’s Children Vehicle unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
EAGER FOR MORE
1 CPWHEN: Your Movement phase, just after an EMPEROR’S CHILDREN unit from your army opens a Hatchway. TARGET: That EMPEROR’S CHILDREN unit. EFFECT: Your unit can make a Normal move of up to 3".
ECSTATIC SLAUGHTER
1 CPWHEN: Fight phase, just after a LEGIONS OF EXCESS unit from your army destroys an enemy unit. TARGET: That Legions OF Excess unit and one friendly Emperor’s Children unit within 6" of it that is not within Engagement Range of one or more enemy units. EFFECT: Your EMPEROR’S CHILDREN unit can declare a charge. If it does so and it has already been selected to fight this phase, it cannot fight again this phase.
EMBRACE THE PAIN
1 CPWHEN: Start of the Fight phase. TARGET: One Emperor’s Children Infantry unit from your army. EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets, it must select your unit as the target of its attacks.
EUPHORIC INSPIRATION
1 CPWHEN: Your Charge phase. TARGET: One Emperor’s Children Daemon unit from your army. EFFECT: Until the end of the phase, you can re-roll Charge rolls for friendly Emperor’s Children units within 6" of your unit.
HEIGHTENED JEALOUSY
1 CPWHEN: Your Shooting phase or the Fight phase, just after an Emperor’s Children Character unit becomes your army’s Favoured Champions, or just after your army’s Favoured Champions unit destroys an enemy unit. TARGET: Your army’s Favoured Champions unit. EFFECT: Until the end of the phase, each time a model in an EMPEROR’S CHILDREN CHARACTER unit from your army that is not your army’s Favoured Champions makes an attack, add 1 to the Strength characteristic of that attack.
HONOUR THE PRINCE
1 CPWHEN: Your Movement phase. TARGET: One Emperor’s Children Infantry unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
INCESSANT VIOLENCE
1 CPWHEN: Fight phase, just before an Emperor’s Children unit from your army Consolidates. TARGET: That EMPEROR’S CHILDREN unit. EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within Engagement Range of one or more enemy units.
MARTIAL PERFECTION
1 CPWHEN: Fight phase. TARGET: One Emperor’s Children unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
ONTO THE NEXT
1 CPWHEN: End of the Fight phase. TARGET: One Emperor’s Children unit from your army that destroyed an enemy unit this phase, and one friendly Transport it is able to embark within. EFFECT: If your EMPEROR’S CHILDREN unit is wholly within 6" of that TRANSPORT, it can embark within it.
OUTFLANKING STRIKE
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Emperor’s Children Transport from your army, or up to two Emperor’s Children Dedicated Transports from your army. EFFECT: For each of those TRANSPORTS wholly within 9" of one or more battlefield edges, remove it from the battlefield and place it into Strategic Reserves.
PRIDEFUL SUPERIORITY
2 CPWHEN: Fight phase. TARGET: One Emperor’s Children unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
PROTECTION OF THE DARK PRINCE
1 CPWHEN: Any phase, just after a mortal wound or attack is allocated to a model in an Emperor’s Children unit from your army. TARGET: That EMPEROR’S CHILDREN unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability, and the Feel No Pain 4+ ability against mortal wounds.
REACTIVE DISEMBARKATION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Emperor’s Children Transport from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: One Emperor’s Children unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of that TRANSPORT and not within Engagement Range of one or more enemy units.
REFUSAL TO BE OUTDONE
1 CPWHEN: Your Charge phase. TARGET: One Emperor’s Children Character unit from your army. EFFECT: Select one enemy unit within Engagement Range of one or more units from your army. Until the end of the phase, each time your unit declares a charge, if that enemy unit is one of the targets of that charge, add 2 to the Charge roll.
SINUOUS BREACH
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Emperor’s Children Daemon unit from your army that has not been selected to move or charge this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
SUSTAINED BY AGONY
1 CPWHEN: Fight phase, just after an Emperor’s Children unit from your army destroys an enemy unit. TARGET: That EMPEROR’S CHILDREN unit. EFFECT: Select one friendly Legions of Excess unit within 6" of your unit. One model in that LEGIONS OF EXCESS unit recovers up to 3 lost wounds or, if it is a Daemonettes unit, return upto D3+3 destroyed models to it instead.
SYCOPHANTIC SURGE
1 CPWHEN: Your Charge phase. TARGET: One LEGIONS OF EXCESS unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back, provided at least one of the targets of that charge is within Engagement Range of one or more Emperor’s Children units from your army.
TERRIFYING SPECTACLE
1 CPWHEN: Your opponent’s Command phase. TARGET: One Emperor’s Children unit from your army that made a Charge move in the previous turn and destroyed one or more enemy units in the previous Fight phase. EFFECT: Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from that test if they are Below Half-strength. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
UNBOUND ARROGANCE
1 CPWHEN: Your Shooting phase or the Fight phase, just after an Emperor’s Children unit from your army destroys an enemy unit. TARGET: That EMPEROR’S CHILDREN unit. EFFECT: Increase your pledge to Slaanesh by 1. RESTRICTIONS: You can only use this Stratagem once per battle round.
UNCANNY REACTIONS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Slaanesh unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
UNSHAKEABLE OPPONENTS
1 CPWHEN: Command phase. TARGET: One Emperor’s Children unit from your army. EFFECT: Until the end of the turn, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll; the Wound roll.
VENGEFUL SURGE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Emperor’s Children Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: After the attacking unit has shot, your unit can make a Surge move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit is not your army’s Favoured Champions, you can re-roll the dice to determine the distance of its Surge move.
VIOLENT CRESCENDO
2 CPWHEN: Fight phase. TARGET: One Slaanesh Beasts, Slaanesh Infantry or SLAANESH Mounted unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.
VIOLENT EXCESS
1 CPWHEN: Fight phase. TARGET: One Emperor’s Children unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
VYING FOR VICTORY
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. TARGET: One EMPEROR’S CHILDREN unit from your army that was within Engagement Range of that enemy unit at the start of the phase. EFFECT: Your unit can make a Normal move of up to 3".
ACCEPTABLE LOSSES
2 CPWHEN: Your Shooting phase. TARGET: One Astra Militarum unit from your army. EFFECT: Select one enemy unit within Engagement Range of one or more GENESTEALER CULTS units from your army. Until the end of the phase, your unit can make ranged attacks that target that enemy unit. If it does, after it has resolved those attacks, roll one D6 for each of those GENESTEALER CULTS units: on a 5+, the unit being rolled for suffers D3+1 mortal wounds.
A DARK NETWORK
1 CPWHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves. TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6".
A DEADLY SNARE
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge. TARGET: One Genestealer Cults Infantry unit from your army that was selected as a target of that charge. EFFECT: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
ALONG SHADOWED TRAILS
1 CPWHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers. TARGET: Select one of those Cult Ambush markers. EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
AVENGE THE STAR CHILDREN
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. TARGET: One Tyranids Character unit from your army that was destroyed by that enemy unit this phase. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Until the end of the battle, each time a Genestealer Cults model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.
BIO-HORROR REVELATION
1 CPWHEN: Start of your opponent's Shooting phase. TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army. EFFECT: Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll.
CLOSE-RANGE SHOOT-OUT
1 CPWHEN: Your Shooting phase. TARGET: One Genestealer Cults Mounted or Genestealer Cults Vehicle unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting an enemy unit within 18".
COORDINATED TRAP
2 CPWHEN: The start of your Shooting phase or the start of the Fight phase. TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase. EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
DARTING ATTACKS
1 CPWHEN: Your Shooting phase or your Charge phase. TARGET: One Tyranids unit from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
DEFT MANOEUVRING
1 CPWHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets. TARGET: One Achilles Ridgerunners or Atalan Jackals unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
DEVOTED CREW
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Goliath Rockgrinder or Goliath Truck unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Damage characteristic of that attack.
DIVINE IMPERATIVE
1 CPWHEN: Your Charge phase. TARGET: One Genestealer Cults unit from your army that has not declared a charge this phase. EFFECT: Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll.
ENCIRCLING THE PREY
1 CPWHEN: End of your opponent's Fight phase. TARGET: One Genestealer Cults Mounted or Genestealer Cults Vehicle unit from your army that is not within Engagement Range of one or more enemy units and is wholly within 9" of one or more battlefield edges. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
EVASIVE VANGUARD
1 CPWHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield. TARGET: Select one of those Cult Ambush markers. EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
FOR THE BROOD
1 CPWHEN: Your Shooting phase. TARGET: One GENESTEALER CULTS unit from your army that has not been selected to shoot this phase. EFFECT: Select one enemy unit within Engagement Range of one or more friendly GENESTEALER CULTS units. Until the end of the phase, your unit can make ranged attacks that target that enemy unit. If it does, after your unit has finished making those attacks, roll one D6 for each of those friendly units: on a 2-4, that friendly unit suffers 1 mortal wound; on a 5+, that friendly unit suffers 2 mortal wounds.
FRENZIED DEVOTION
1 CPWHEN: Fight phase. TARGET: One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Attacks and Weapon Skill characteristics of melee weapons equipped by models (excluding Characters) in your unit by 1 and those weapons have the [HAZARDOUS] ability.
GENE-TWISTED MUSCLE
1 CPWHEN: Fight phase. TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll.
GROWING DREAD
1 CPWHEN: Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre. TARGET: One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit. EFFECT: That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally).
HUNTING GROUNDS
1 CPWHEN: Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway. TARGET: That GREAT DEVOURER unit. EFFECT: Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it.
HYPERADRENAL REFLEXES
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One GREAT DEVOURER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
HYPERFEROCITY
1 CPWHEN: Fight phase. TARGET: One Genestealer Cults unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
HYPER-METABOLIC VIGOUR
1 CPWHEN: Fight phase. TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
IN THE SHADOW OF IRON
1 CPWHEN: Any phase, just after an enemy unit ends a move within 9” of one or more of your Cult Ambush markers. TARGET: One Astra Militarum Vehicle unit from your army. EFFECT: Select one of those Cult Ambush markers. You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units and wholly within 6" of your unit.
LURKING MENACE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One GENESTEALER CULTS unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is not within 3", subtract 1 from the Hit roll.
LYING IN WAIT
1 CPWHEN: Your opponent’s Movement phase. TARGET: One Genestealer Cults Battleline unit from your army in Cult Ambush. EFFECT: Until the end of the phase, when setting your unit up using a Cult Ambush marker, set your unit up anywhere on the battlefield wholly within 6" of that Cult Ambush marker and not within Engagement Range of one or more enemy units.
MONSTROUS MOMENTUM
1 CPWHEN: Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit. TARGET: That GENESTEALER CULTS unit. EFFECT: If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway.
OUTFLANK
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One GENESTEALERs or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed.
OUT OF HIDING
1 CPWHEN: Your Movement phase, at the start of the Reinforcements step. TARGET: One NEOPHYTE HYBRIDS unit from your army that is in Reserves. EFFECT: Until the end of the phase, models in your unit have the Deep Strike ability. RESTRICTIONS: You can only use this Stratagem once.
PERVASIVE DREAD
1 CPWHEN: Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army. TARGET: That GREAT DEVOURER unit. EFFECT: In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase.
PLANNED EXTRACTION
1 CPWHEN: Your Shooting phase. TARGET: One GENESTEALER CULTS unit from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
PRIMED AND READIED
2 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
PSI SURGE
1 CPWHEN: Start of any phase. TARGET: One Tyranids unit from your army. EFFECT: Until the start of your next Command phase, increase the range of your unit’s Catalyst ability by 3". RESTRICTIONS: Each time you use this Stratagem, until the end of your next Command phase, you cannot use this Stratagem again.
RAPID FEINT
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Achilles Ridgerunners or Atalan Jackals unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6".
REGIMENTAL REINFORCEMENTS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an Astra Militarum Infantry Regiment unit from your army (excluding Artillery and Character units) is destroyed. TARGET: That INFANTRY unit. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Roll one D6: on a 3+, place one Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed) and add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. RESTRICTIONS: You can only use this Stratagem once per battle.
RESISTANCE TUNNELS
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
RETURN TO THE SHADOWS
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
SAINTLY PAROXYSM
1 CPWHEN: Fight phase, just after an enemy unit destroys a Genestealer Cults Character model from your army. TARGET: That destroyed CHARACTER model. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds. If that Character model is an Abominant or Patriarch, that enemy unit suffers 2D3 mortal wounds instead.
SOLDIERS OF THE STAR CHILDREN
1 CPWHEN: Your Shooting phase, just after a HYBRID METAMORPHS unit from your army is selected to perform the Set Overwatch Tactical Manoeuvre. TARGET: That HYBRID METAMORPHS unit. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.
STIMULATED BIO-SURGE
1 CPWHEN: Your Charge phase. TARGET: One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not declared a charge this phase. EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3.
SUPPRESS AND OVERWHELM
1 CPWHEN: Your Shooting phase, just after an Astra Militarum unit from your army has shot. TARGET: That ASTRA MILITARUM unit. EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit cannot be targeted with the Fire Overwatch Stratagem and each time a GENESTEALER CULTS unit from your army selects that enemy unit as a target of a charge, you can re-roll the Charge roll.
SYMBIOTIC DESTRUCTION
1 CPWHEN: Your Shooting phase. TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase. EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
THE DOWNTRODDEN RISE
2 CPWHEN: End of the Reinforcements step of your opponent’s Movement phase. TARGET: One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army in Cult Ambush. EFFECT: Until the end of the phase, you can set up your unit on the battlefield without using a Cult Ambush marker. When doing so, set up your unit anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
THE PATH OF ANGUISH
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Acolyte Hybrids or Neophyte Hybrids unit from your army that had one or more of its models destroyed as a result of the attacking unit's attacks. EFFECT: Your unit can make a move of up to D6", but it unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, models in your unit can be moved within Engagement Range of that enemy unit.
TIRELESS FERVOUR
1 CPWHEN: Your Charge phase. TARGET: One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not declared a charge this phase. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. When doing so, if it targets an enemy unit within Engagement Range of one or more friendly Character units, you can re-roll the Charge roll.
TRANSCENDENT CELERITY
1 CPWHEN: Your Shooting phase. TARGET: One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability.
TUNNEL CRAWLERS
1 CPWHEN: Your Movement phase. TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
UNSTOPPABLE BRUTES
1 CPWHEN: Your Movement or Charge phase. TARGET: One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase. EFFECT: Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit. RESTRICTIONS: You can only use this Stratagem once per turn.
VENGEANCE FOR THE MARTYR!
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a Genestealer Cults Character model from your army. TARGET: One other GENESTEALER CULTS CHARACTER model from your army. EFFECT: Until the end of the battle, each time a friendly Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids model makes an attack that targets that enemy unit, re-roll a Hit roll of 1. If the destroyed model was a Magus, Primus or Acolyte Iconward, you can re-roll the Hit roll instead.
ABOMINUS-CLASS TARGETS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Grey Knights unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
AEGIS ETERNAL
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save.
AGGRESSIVE ANTICIPATION
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll.
APPOINTED HOUR
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
ARGENT WRATH
1 CPWHEN: Your Charge phase, just after a Grey Knights Vehicle unit from your army ends a Charge move. TARGET: That GREY KNIGHTS VEHICLE unit. EFFECT: Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test.
ARMOURED AEGIS
1 CPWHEN: Your Command phase. TARGET: One Grey Knights Psyker Vehicle unit from your army. EFFECT: One model in your unit regains up to 3 lost wounds.
ARMOURED AEGIS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One GREY KNIGHTS CHARAcTER model from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your model has the Feel No Pain 4+ ability.
BREACH-SHOCK
1 CPWHEN: Fight phase. TARGET: One GREY KNIGHTS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
CELERITY
1 CPWHEN: Your Charge phase. TARGET: One Grey Knights Psyker Infantry unit from your army. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
CHAOS BANE
1 CPWHEN: Your Shooting phase. TARGET: One Grey Knights Psyker unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability.
CIRCLE OF SANCTUARY
1 CPWHEN: Start of your opponent’s Movement phase. TARGET: One Grey Knights Character model from your army. EFFECT: Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model.
COMBAT MANIFESTATION
1 CPWHEN: Your Movement phase. TARGET: One Grey Knights unit from your army that is arriving using the Deep Strike ability this phase. EFFECT: Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
DUTY UNENDING
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit within Engagement Range of one or more Grey Knights units from your army Falls Back. TARGET: One of those GREY KNIGHTS units that is not within Engagement Range of one or more enemy units. EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
EXPEDITIOUS EXIT
2 CPWHEN: End of your opponent’s Fight phase. TARGET: One Grey Knights Psyker Infantry unit from your army. EFFECT: If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves. Designer’s Note: This Stratagem allows you to remove a unit in addition to those removed using the Gate of Infinity rule, and it allows you to remove a unit within Engagement Range of one or more enemy units.
FIRES OF COVENANT
1 CPWHEN: Start of your opponent’s Movement phase. TARGET: One Grey Knights Infantry unit from your army. EFFECT: Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds.
FLAMES OF SANCTITY
1 CPWHEN: End of the Fight phase. TARGET: One Purifier Squad unit from your army that was eligible to fight this phase. EFFECT: Roll one D6 for each enemy unit within 6" of your unit, adding 1 to the result if your unit includes Castellan Crowe: on a 4+, that enemy unit suffers D3 mortal wounds.
FORCE WAVE
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Grey Knights Vehicle unit from your army that has not been selected to move or charge this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
FOREWARNED EVASION
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Grey Knights Walker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
GIANTS OF THE BATTLEFIELD
1 CPWHEN: Fight phase. TARGET: One Grey Knights Terminator unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.
GRIND THEM UNDERFOOT
1 CPWHEN: Your Charge phase, just after a Grey Knights Terminator unit from your army ends a Charge move. TARGET: That GREY KNIGHTS unit. EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
HALLOWED BEACON
1 CPWHEN: Reinforcements step of your Movement phase. TARGET: One Grey Knights Infantry unit (excluding Terminator units) that is arriving using the Deep Strike ability this phase. EFFECT: Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units.
HEXBANE WARDS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One GREY KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability.
HEXWROUGHT REPRISAL
1 CPWHEN: End of any phase. TARGET: One Grey Knights Psyker unit from your army that is on the battlefield and suffered one or more mortal wounds this phase. EFFECT: Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks.
MIRAGE OF ECHOES
1 CPWHEN: The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up. TARGET: One Grey Knights Psyker unit from your army that is within 12" of that enemy unit and is not within Engagement Range of one or more enemy units. EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves.
NECESSARY END
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. If the result is greater than the current battle round number, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
POINT-BLANK PURGATION
1 CPWHEN: Your Shooting phase. TARGET: One Grey Knights Infantry unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities.
PRECOGNITIVE STRATEGIES
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Grey Knights Infantry unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to D6".
PSYBOLT AMMUNITION
1 CPWHEN: Your Shooting phase. TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1.
PURGATION PATTERN
1 CPWHEN: Your Shooting phase. TARGET: One Grey Knights unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
REDIRECTED STRIKE
1 CPWHEN: End of your Command phase. TARGET: One Grey Knights Psyker unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: If your unit has the Deep Strike ability, it can be placed into Strategic Reserves. Designer’s Note: This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.
REDOUBLED ASSAULT
1 CPWHEN: Your Movement phase, just after a Grey Knights Vehicle unit from your army Falls Back. TARGET: That GREY KNIGHTS VEHICLE unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
RELENTLESS BOARDERS
1 CPWHEN: Your Charge phase. TARGET: One GREY KNIGHTS unit from your army that has not been selected to charge this phase. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.
REPELLING SPHERE
1 CPWHEN: Start of your opponent’s Charge phase. TARGET: One Grey Knights Infantry unit from your army. EFFECT: Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground.
SANCTIC CIRCLE
2 CPWHEN: Your Command phase. TARGET: One GREY KNIGHTS CHARAcTER or PALADIN SqUAD unit from your army. EFFECT: Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army.
SANCTIFIED KILL ZONE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a Purifier Squad.
SANCTIFIED SLAUGHTER
1 CPWHEN: Your Fight phase. TARGET: One GREY KNIGHTS unit from your army that charged this turn. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.
SHADOW OF ANARCH
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Grey Knights Psyker unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves.
SHINING RESOLVE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
SHINING VEIL
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Grey Knights unit that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit has the Stealth ability.
TRANSLOCATION
1 CPWHEN: Your Movement phase. TARGET: One INTERcEPTOR SqUAD or GREY KNIGHTS CHARAcTER unit from your army that has not been selected to move this phase. EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". RESTRICTIONS: You can only use this Stratagem once.
TRUESILVER CHANNELLING
2 CPWHEN: Fight phase. TARGET: One Grey Knights Infantry unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
TRUESILVER WILL
1 CPWHEN: Any phase, just after a Grey Knights Psyker Vehicle unit from your army suffers a mortal wound. TARGET: That GREY KNIGHTS PSYKER VEHICLE unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
UNENDING FIDELITY
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
WARDING CHANT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Grey Knights Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1.
ADAPTABLE AVARICE
1 CPWHEN: Start of any phase, if units from your army have Fortify Takeover. TARGET: One Leagues of Votann Character unit from your army. EFFECT: Each time you use this Stratagem, you can spend any number of YP. Once you have done so, if you have 6 or fewer YP, until the start of your next turn, units from your army have Hostile Acquisition instead.
ANCESTRAL SENTENCE
1 CPWHEN: Your Shooting phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. EFFECT: Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If you spent YP during this use of this Stratagem, until the end of the phase, those weapons have the [SUSTAINED HITS 2] ability instead.
AUGMENTED ASSAULT
1 CPWHEN: Your Movement phase. TARGET: One Cthonian Beserks unit from your army that has not been selected to move this phase. EFFECT: Each time you use this Stratagem, you can spend up to 2YP. Until the end of the turn, add X" to the Move characteristic of models in your unit, where X is the number of YP you spent during this use of this Stratagem, and your unit is eligible to declare a charge in a turn in which it Advanced.
AUXILIARY CONTRACT
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Leagues of Votann Infantry or Leagues of Votann Mounted unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [PRECISION] ability.
BASTION RUNNING
1 CPWHEN: Your Movement phase. TARGET: One Hekaton Land Fortress unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features.
BRËKKEKNOTS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Kâhl, Ûthar the Destined or Einhyr Hearthguard unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
CLAIMSTAKER REFLEX
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One LEAGUES OF VOTANN unit from your army (excluding Artillery and Vehicle units) that is within 9" of that enemy unit. EFFECT: Each time you use this Stratagem, you can spend 2YP. Your unit can make a Normal move of up to D6". If you spent YP during this use of this Stratagem, your unit can make a Normal move of up to 6" instead. RESTRICTIONS: A unit cannot embark within a Transport as part of this move.
COGITATED NEED
1 CPWHEN: End of your opponent’s Movement phase. TARGET: One Ironkin Steeljacks unit from your army. EFFECT: Your unit can make a Normal move. When doing so, your unit must end that move as close as possible to the closest objective marker.
CORRIDOR COVERED
1 CPWHEN: Your opponent's Movement or Charge phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not fired Overwatch this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
CYBERSTIMM INFUSION
1 CPWHEN: Fight phase. TARGET: One Cthonian Beserks unit from your army that has not been selected to fight this phase. EFFECT: Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If you spent YP during this use of this Stratagem, you can re-roll the Wound roll instead.
DELAYED-FIRE ROUNDS
1 CPWHEN: Your Shooting phase, just after a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army has shot. TARGET: That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit. EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next Shooting phase, each time that enemy unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
DISPERSED FORMATION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Leagues of Votann Infantry or Leagues of Votann Mounted unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit has the Stealth ability and each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack.
ECONOMY OF AGGRESSION
1 CPWHEN: Your Shooting phase. TARGET: One EINHYR HEARTHGUARD unit from your army that has not been selected to shoot this phase. EFFECT: Select one enemy unit that is visible to your unit and wholly on the opposite side of a Hatchway from it. Until the end of the phase, exo-armour grenade launchers equipped by models in your unit have an Attacks characteristic of 6 and lose the [BLAST] ability while targeting that enemy unit, and attacks made with such weapons that target that enemy unit can be allocated to models that are not visible to the attacking model.
EXPOSED FLAWS
1 CPWHEN: Your Shooting phase. TARGET: One Hernkyn unit from your army that has not been selected to shoot this phase. EFFECT: Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, if you spent YP during this use of this Stratagem and/or if that attack targets an assailed unit, you can re-roll the Wound roll.
FIRST CONCERN
1 CPWHEN: Your Shooting phase, just after a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army has shot. TARGET: That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit. EFFECT: If your unit Remained Stationary in your Movement phase this turn, it can make a Normal move.
FRONTIER MOMENTUM
1 CPWHEN: Your Movement phase. TARGET: One Hernkyn unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
FURY OF THE HEARTH
1 CPWHEN: Your Shooting phase. TARGET: One Einhyr Hearthguard unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, improve the Strength characteristic of ranged weapons equipped by models in your unit by 1. If you spend 1YP, until the end of the phase, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability as well.
GRAND ARTIFICE
1 CPWHEN: Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back. TARGET: That LEAGUES OF VOTANN unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
GRAVITRONIC PULSE
1 CPWHEN: Your Charge phase, just after a LEAGUES OF VOTANN unit from your army ends a Charge move. TARGET: That LEAGUES OF VOTANN unit. EFFECT: For each enemy unit within Engagement Range of your unit, until the end of the turn, that unit loses the Fights First ability (if it has it) and, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
HIDDEN ACCESSWAYS
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Cthonian Beserks, Hearthkyn Warriors or Hernkyn Yaegirs unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
HONOUR OF THE HOLD
1 CPWHEN: Fight phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase. EFFECT: Each time you use this Stratagem, you can spend 3YP. Select one enemy unit within Engagement Range of your unit. Until the end of the phase, each time a model in your unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. If you spent YP during this use of this Stratagem, improve the Armour Penetration characteristic of that attack by 2 instead.
HUNTR’S MARK
1 CPWHEN: Your Shooting phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
ILLUMINATED PRIORITY
1 CPWHEN: Your Shooting phase, just after a Leagues of Votann Vehicle unit from your army has shot. TARGET: That LEAGUES OF VOTANN VEHICLE unit. EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a Leagues of Votann Infantry model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1.
INEXORABLE EFFICIENCY
1 CPWHEN: Your Shooting phase. TARGET: One Leagues of Votann unit from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
JUDGED AND PUNISHED
1 CPWHEN: Your Shooting phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target has 1 or more Judgement tokens, you can re-roll the Hit roll, and if the target has 2 Judgement tokens, you can re-roll the Wound roll as well.
MATERIALISATION MATRICES
1 CPWHEN: The Reinforcements step of your Movement phase. TARGET: One LEAGUES OF VOTANN unit from your army that is in Reserves and has the Deep Strike ability. EFFECT: Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
MOBILE EXPLOITATION
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Hernkyn unit from your army that is not within Engagement Range of one or more enemy units. Alternatively, you can spend 2YP and target up to two HERNKYN units from your army that are not within Engagement Range of one or more enemy units instead. EFFECT: Remove your units from the battlefield and place them into Strategic Reserves.
NEW HORIZONS
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Leagues of Votann Infantry unit from your army that is not within Engagement range of one or more enemy units and one friendly Transport it is able to embark within. EFFECT: If your LEAGUES OF VOTANN unit is wholly within 6" of that TRANSPORT, it can embark within it.
OPPORTUNISTIC ESCALATION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Hostile Acquisition. TARGET: One Leagues of Votann Vehicle unit from your army (excluding Hekaton Land Fortress units) that was hit by one or more of those attacks. EFFECT: Your unit can make a Normal move of up to D6".
OPTIMAL EXPENDITURE
1 CPWHEN: The Fight phase. TARGET: One Leagues of Votann Infantry unit from your army that has not been selected to fight this phase. EFFECT: Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If you spent YP during this usage of this Stratagem, you can re-roll a Hit roll of 1 and re-roll the Wound roll instead.
ORDERED RETREAT
1 CPWHEN: Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back. TARGET: That LEAGUES OF VOTANN unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
PAN-SPECTRAL VISUALISER
1 CPWHEN: Your Shooting phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack with a weapon, you can ignore any or all modifiers to that attack’s or that weapon’s Ballistic Skill characteristic and any or all modifiers to the Hit roll.
POINT-BLANK FIRE
1 CPWHEN: Your Shooting phase. TARGET: One HEARTHKYN WARRIORS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
PREVENTATIVE PURGE
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. TARGET: One Brôkhyr Thunderkyn or Ironkin Steeljacks unit from your army. EFFECT: Your unit can shoot as if it were your Shooting phase. When doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, subtract 1 from the Hit roll.
PRIVATEER ARSENAL
1 CPWHEN: Your Shooting phase. TARGET: One Leagues of Votann Infantry unit from your army that has not been selected to shoot this phase. EFFECT: Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If you spent YP during this usage of this Stratagem, you can re-roll the Hit roll and re-roll a Wound roll of 1 instead.
RANGER TACTICS
1 CPWHEN: Your Shooting phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if that attack targets an assailed unit and/or if your unit has the Hernkyn keyword, you can re-roll the Hit roll.
REACTIVE REPRISAL
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Fortify Takeover. TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, can only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
RELIC CYPHER
1 CPWHEN: Your Command phase. TARGET: One LEAGUES OF VOTANN unit from your army. EFFECT: Select one closed Hatchway on the battlefield and open it. RESTRICTIONS: You can only use this Stratagem once.
SECURE POSITIONS
1 CPWHEN: End of any of your phases. TARGET: One Leagues of Votann Transport unit from your army. EFFECT: One LEAGUES OF VOTANN unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your TRANSPORT. That unit cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
SUPERIOR CRAFTSMANSHIP
2 CPWHEN: Fight phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack.
SURE OF PURPOSE
1 CPWHEN: Fight phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
TECTONIC FRACTURE
1 CPWHEN: Your Shooting phase, just after a CTHONIAN EARTHSHAKERS unit from your army has shot. TARGET: That Cthonian Earthshakers unit. EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one enemy unit hit by one or more of your unit’s attacks this phase. Until the start of your next Shooting phase, subtract 2 from that unit’s Move characteristic and, if you spent YP during this use of this Stratagem, subtract 2 from Charge rolls made for that unit.
UNSTOPPABLE FORCE
1 CPWHEN: Fight phase. TARGET: One Leagues of Votann unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time your unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3".
UNWAVERING ACCURACY
2 CPWHEN: Your Shooting phase. TARGET: One Brôkhyr Thunderkyn unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll; the Wound roll; that attack’s Armour Penetration characteristic.
UNYIELDING AGGRESSION
1 CPWHEN: Your Movement phase, just after a LEAGUES OF VOTANN INFANTRY unit from your army Falls Back. TARGET: That Leagues of Votann Infantry unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
VENGEANCE FLARE
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Leagues of Votann Infantry unit that was hit by one or more of those attacks. EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one friendly Kapricus or Sagitaur unit within 6" of your INFANTRY unit. If you spent YP during this use of this Stratagem, you can select one friendly Hekaton Land Fortress unit within 6" of your INFANTRY unit instead. The selected unit can shoot as if it were your Shooting phase. When doing so, models in the selected unit can only target that enemy unit (and only if it is an eligible target).
VOID HARDENED
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets, if units from your army have Fortify Takeover. TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
WALL OF STEEL
1 CPWHEN: Your Charge phase, just after an Ironkin Steeljacks unit from your army ends a Charge move. TARGET: That IRONKIN STEELJACKS unit. EFFECT: Each time you use this Stratagem, you can spend 2YP. Select one enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of your unit and roll one D6 for each model in your unit, rolling two additional D6 if you spent YP during this use of this Stratagem: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WEAVEFIELD FLARE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
WEAVEWËRKE BUTTRESS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets, if units from your army have Hostile Acquisition. TARGET: One Leagues of Votann Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
ANIMUS CURSE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. TARGET: One Cryptek model from your army that was destroyed by one of the attacking unit’s attacks. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Until the end of the battle, each time a friendly NECRONS model makes an attack that targets the attacking unit, you can re-roll the Hit roll.
ANTI-PROXIMAL SUBROUTINES
1 CPWHEN: Your Shooting phase. TARGET: One NECRONS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
BATHED IN BLOOD
1 CPWHEN: Fight phase, just after an enemy unit is destroyed by a DESTROYER CULT unit from your army TARGET: That DESTROYER CULT unit. EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
BLOOD-FUELLED CRUELTY
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that started the phase within Engagement Range of that enemy unit. EFFECT: Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. Your unit can then make a Normal move, but must end that move as close as possible to that enemy unit.
CHRONODISTORTION
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if the attacking unit is unravelling: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
CHRONOSHIFT
1 CPWHEN: Your Movement phase. TARGET: One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
CONCENTRATED ATOMISATION
1 CPWHEN: Your Shooting phase. TARGET: One NEcRON WARRIORS or IMMORTALS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
CONTINUUM REALIGNMENT
1 CPWHEN: End of your Fight phase. TARGET: One Cryptek unit from your army. EFFECT: Your unit can make a Normal move of up to 3".
COSMIC PRECISION
1 CPWHEN: Your Movement phase. TARGET: One NECRONS unit from your army (excluding Monster units) that is arriving using the Deep Strike or Hyperphasing abilities this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
COUNTERTEMPORAL SHIFT
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One CANOPTEK unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
CURSE OF THE CRYPTEK
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. TARGET: One CRYPTEK model from your army that was destroyed by one of the attacking unit’s attacks. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Until the end of the battle, each time a friendly CANOPTEK model makes an attack that targets the attacking unit, add 1 to the Hit roll and add 1 to the Wound roll.
CYNOSURE OF ERADICATION
2 CPWHEN: The start of your Shooting phase or the start of the Fight phase. TARGET: One CRYPTEK or CANOPTEK unit from your army that is wholly within your army’s Power Matrix. EFFECT: Until the end of the phase, weapons equipped by CRYPTEK or CANOPTEK models in your unit have the [DEVASTATING WOUNDS] ability.
DIMENSIONAL CORRIDOR
2 CPWHEN: Your Charge phase. TARGET: One NECRONS unit from your army that was set up on the battlefield this turn using the Eternity Gate ability of a MONOLITH model that started the turn on the battlefield. EFFECT: Your unit is eligible to charge this phase.
DIMENSIONAL TUNNEL
1 CPWHEN: Your Movement phase. TARGET: One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army. EFFECT: Until the end of the phase, models in your unit can move horizontally through models and terrain features.
DISHARMONISATION CASCADE
1 CPWHEN: Any phase, just after a Necrons Monster model from your army is destroyed, before making its Deadly Demise roll. TARGET: That NECRONS MONSTER model. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Until the end of the phase, your model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6.
DISINTEGRATION BEAMS
1 CPWHEN: Your Movement phase, just after an enemy unit attempts to prevent a NECRONS unit from you army from operating a closed Hatchway. TARGET: That NECRONS unit. EFFECT: Roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
DISRUPTION FIELDS
1 CPWHEN: Fight phase. TARGET: One NECRONS unit from your army. EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit.
DRIVEN TO BUTCHERY
1 CPWHEN: Your Shooting phase or your Charge phase. TARGET: One Destroyer Cult unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. RESTRICTIONS: You can only use this Stratagem once per turn.
DYNAMIC RECONFIGURATION
1 CPWHEN: Start of any phase. TARGET: One Cryptek unit from your army. EFFECT: Select one of the abilities from the Arcanoscientific Expertise Detachment rule. Until the start of your next Command phase, your unit has that ability instead of any others from the Detachment Rule.
ENDLESS SERVITUDE
1 CPWHEN: End of your Fight phase. TARGET: One NECRONS unit (excluding Monster and Titanic units) from your army that is within range of one or more objective markers you control. EFFECT: Your unit’s Reanimation Protocols activate.
ENSLAVED ARTIFICE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One NECRONS unit from your army (excluding TITANIC units) that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
ENTROPHASIC AURA TARGETING
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One NECRONS unit (excluding Monsters) from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target of that attack is unravelling, re-roll a Wound roll of 1 as well.
ENTROPIC DAMPING
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One TITANIC model from your army that was selected as the target of one or more of the attacking unit’s attacks and is within 18" of the attacking unit. EFFECT: Until the end of the phase, weapons equipped by models in the attacking unit have the [HAZARDOUS] ability.
HOLOGYRIC SIMULATION
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One NECRONS unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if your unit is within 6" of a friendly Cryptek unit, you can re-roll the Hit roll. If your unit has the CRYPTEK keyword, you can re-roll the Wound roll as well.
HYPERPHASIC RECALL
2 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. TARGET: One NECRONS INFANTRY unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks and one friendly MONOLITH model. EFFECT: Remove your INFANTRY unit from the battlefield and then set it back up anywhere on the battlefield that is wholly within 6" of your MONOLITH model and not within Engagement Range of one or more enemy units.
IMAGE OF DEATH
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Destroyer Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
INSANITY’S IRE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that had one or more of its models destroyed by the attacking unit’s attacks. EFFECT: Your unit can make a Normal move, but must end that move as close as possible to that enemy unit.
MASKS OF DEATH
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
MASS TRANSMOGRIFICATION
1 CPWHEN: Your Shooting phase or the Fight phase, just after a Necrons Monster unit from your army destroys an enemy unit. TARGET: One friendly NECRONS unit (excluding Monsters) within 6" of that MONSTER unit. EFFECT: If that enemy unit was unravelling at the start of the phase, your friendly unit’s Reanimation Protocols activate. RESTRICTIONS: You can only use this Stratagem once per turn.
MERCILESS RECLAMATION
2 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One NECRONS unit (excluding Monster and Titanic units) from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of one or more objective markers, add 1 to the Wound roll.
METHODICAL MURDER
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One NECRONS unit (excluding Monsters and Vehicles) from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
MICROSCARAB SWARM
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Cryptek Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: If your unit has the Necron Warriors keyword, until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit has the Immortals keyword, until the end of the phase, models in your unit have a 4+ invulnerable save.
MOLECULAR EROSION
1 CPWHEN: Command phase. TARGET: One Necrons Monster unit from your army. EFFECT: Select one unravelling enemy unit visible to your unit. That enemy unit must take a Battle-shock test. When doing so, subtract 1 from the result. If that test is failed, that enemy unit suffers D3+1 mortal wounds. RESTRICTIONS: You can only use this Stratagem once per battle round.
MOLECULAR TARGETING
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One NECRONS unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll. If your unit has the Cryptek keyword, you can also ignore any or all modifiers to the Wound roll.
MORTIS PROTOCOLS
1 CPWHEN: Your Shooting phase or the Fight phase, just after the first time a Destroyer Cult unit from your army destroys an enemy unit this turn. TARGET: One friendly NECRONS unit (excluding Monsters and Vehicles) within 9" of that DESTROYER CULT unit. EFFECT: The friendly unit’s Reanimation Protocols activate.
MURDEROUS REANIMATION
1 CPWHEN: Fight phase. TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has just destroyed an enemy unit, or just caused an enemy unit that was not Below Half-strength to become Below Half-strength. EFFECT: Your unit’s Reanimation Protocols activate.
NANOASSEMBLY PROTOCOLS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
NANOSCARAB VIRUS
1 CPWHEN: End of your Movement phase. TARGET: One CRYPTEK unit from your army. EFFECT: For each open Hatchway within 3" of your unit, you can close that Hatchway. RESTRICTIONS: You can only use this Stratagem once.
PHASE MELDING
1 CPWHEN: Your opponent’s Movement phase, when an unravelling enemy unit is selected to Fall Back. TARGET: One NECRONS unit from your army that is within Engagement Range of that enemy unit. EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
PHASE-SHIFT
1 CPWHEN: Your Movement phase. TARGET: One CANOPTEK WRAITHS unit from your army that has not been selected to move this phase. EFFECT: The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". RESTRICTIONS: You can only use this Stratagem once.
PITILESS HUNTERS
1 CPWHEN: Fight phase. TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
POTENTIALITY SYPHON
1 CPWHEN: Your opponent’s Command phase. TARGET: One NECRONS unit from your army within range of one or more objective markers. EFFECT: Your unit’s Reanimation Protocols activate. If it is a Cryptek unit, it reanimates an additional 1 wound.
PROTOCOL OF THE CONQUERING TYRANT
1 CPWHEN: Your Shooting phase. TARGET: One NECRONS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a Hit roll of 1. If a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead.
PROTOCOL OF THE ETERNAL REVENANT
1 CPWHEN: Any phase. TARGET: One Necrons Infantry Character model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining. RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.
PROTOCOL OF THE HUNGRY VOID
1 CPWHEN: Fight phase. TARGET: One NECRONS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. In addition, If a Necrons Character is leading your unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. (this is not cumulative with any other modifiers that improve Armour Penetration].
PROTOCOL OF THE SUDDEN STORM
1 CPWHEN: Your Movement phase. TARGET: One NECRONS unit from your army. EFFECT: Until the end of the turn, ranged weapons equipped by models in your unit have the [ASSAULT] ability. In addition, if a Necrons Character is leading your unit, until the end of the phase, you can re-roll Advance rolls made for your unit.
PROTOCOL OF THE UNDYING LEGIONS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has resolved its attacks. TARGET: One NECRONS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. EFFECT: Your unit activates its Reanimation Protocols and reanimates D3 wounds (or D3+1 wounds if a NECRONS CHARACTER is leading your unit].
PROTOCOL OF THE VENGEFUL STARS
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit destroys a NECRONS unit from your army. TARGET: One NECRONS CHARACTER unit from your army that was within 6" of that NECRONS unit when it was destroyed. EFFECT: After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
QUANTUM DEFLECTION
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
QUANTUM FLARE-SHIELD
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One CRYPTEK model from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your model has a 4+ invulnerable save.
REACTIVE REPOSITION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One NECRONS unit from your army (excluding Monster and Titanic units) that was the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can make a Normal move of up to D6".
REACTIVE SUBROUTINES
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One CANOPTEK unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6".
REANIMATION CRYPTS
1 CPWHEN: Your Command phase. TARGET: Your NECRONS WARLORD. EFFECT: For each of your NECRONS units in Reserves, that Reserves unit’s Reanimation Protocols activate.
RUSH TO SLAUGHTER
1 CPWHEN: Your Movement phase. TARGET: One NECRONS unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit has the FLAYED ONES keyword, each time it moves, models in that unit can move through friendly DESTROYER CULT models as if they were not there. If your unit has the DESTROYER CULT keyword, models in it can move through friendly FLAYED ONES models as if they were not there.
SENTINELS OF ETERNITY
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One LYCHGUARD or TRIARCH PRAETORIANS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
SHADOW STALKERS
1 CPWHEN: Your Movement phase, at the start of the Reinforcements step. TARGET: One FLAYED ONES unit from your army that is in Reserves. EFFECT: Until the end of the phase, models in your unit have the Deep Strike ability. RESTRICTIONS: You can only use this Stratagem once.
SOLAR PULSE
1 CPWHEN: Start of your Shooting phase. TARGET: One CRYPTEK model from your army. EFFECT: Select one objective marker within 18" of your CRYPTEK model. Until the end of the phase, weapons equipped by friendly NECRONS models have the [IGNORES COVER] ability while targeting units within range of that objective marker.
SPREADING MADNESS
1 CPWHEN: Your Charge phase. TARGET: One NECRONS unit (excluding Monsters and Vehicles) from your army that has not declared a charge this phase. EFFECT: Until the end of the phase, each time your unit declares a charge, if one or more targets of that charge are within Engagement Range of one or more friendly units, add 2 to the Charge roll.
SUBOPTIMAL FACADE
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One CANOPTEK unit from your army that was selected as a target of that charge and is wholly within your army’s Power Matrix. EFFECT: Your unit’s Reanimation Protocols activate.
SUFFER NO RIVAL
1 CPWHEN: Fight phase. TARGET: One LYCHGUARD or TRIARCH unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
SYNERGISTIC EMPOWERMENT
1 CPWHEN: Start of your Shooting phase. TARGET: One Cryptek unit from your army. EFFECT: Select one friendly NECRONS model (excluding Monsters and Vehicles) within 12" of a CRYPTEK model in your unit. Until the end of the phase, that friendly NECRONS model has the CRYPTEK keyword.
TARGETING ALGORITHMS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One CRYPTEK model from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time your model makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
TERRIFYING AMBUSH
1 CPWHEN: Your Movement phase, just after a DESTROYER CULT unit from your army opens a Hatchway. TARGET: That DESTROYER CULT unit. EFFECT: For each enemy unit within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit, that unit must take a Leadership test, subtracting 2 from the result: if failed, until the end of the phase, that enemy unit cannot fire Overwatch.
TERRITORIAL OBSESSION
1 CPWHEN: Your Command phase. TARGET: One Lychguard or Triarch unit from your army. EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. If your unit has the VEHICLE keyword, add 3 to the Objective Control characteristic instead.
THE SPOOR OF FRAILTY
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model from your unit makes an attack that targets a unit below Starting Strength, add 1 to the Hit roll. If the target is Below Half-strength, add 1 to the Wound roll as well.
UNNATURAL AGGRESSION
2 CPWHEN: End of your opponent’s Charge phase. TARGET: One NECRONS unit (excluding Monsters and Vehicles) from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
UNTAPPED POWER
1 CPWHEN: Your Shooting phase. TARGET: One Cryptek unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time your unit is selected to shoot, when selecting an ability for the Technosorcerous Augmentations Detachment Rule, you can select one additional ability from those available.
UNWAVERING DEFENCE
1 CPWHEN: Fight phase. TARGET: One NECRONS unit from your army that is Set to Defend and has not fought this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
UNYIELDING FORMS
2 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
YOUR TIME IS NIGH
1 CPWHEN: Any phase, just after your opponent’s WARLORD is destroyed. TARGET: Your NECRONS WARLORD. EFFECT: Until the end of the battle, each time an enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result.
ALWAYS LOOKIN’ FER A FIGHT
1 CPWHEN: Fight phase, just after an enemy unit is destroyed. TARGET: One Nobz or Meganobz unit from your army that destroyed that enemy unit. EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3". If a Waaagh! is active for your unit, it can move up to 6" instead.
’ARD AS NAILS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ORKS unit from your army (excluding Grots, Monster and Vehicle units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
ARMED TO DATEEF
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Nobz or Meganobz unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If a Waaagh! is active for your unit, you can re-roll the Hit roll instead.
ARMOURED DUELLISTS
1 CPWHEN: Your Shooting phase. TARGET: One Orks Vehicle unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll.
BASH AND GRAB
1 CPWHEN: The Fight phase. TARGET: One ORKS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of the loot objective, you can re-roll the Wound roll.
BIGGER SHELLS FOR BIGGER GITZ
1 CPWHEN: Your Shooting phase. TARGET: One Mek, Orks Walker or Grots Vehicle unit from your army that has not been selected to shoot this phase. EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.
BLITZA FIRE
1 CPWHEN: Your Shooting phase. TARGET: One Speed Freeks unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability and, each time a model in your unit makes an attack that targets a unit within 9", a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. RESTRICTIONS: A unit cannot be targeted by this and the Dakkastorm Stratagem in the same phase.
BOARDIN’ RUSH
1 CPWHEN: Your Movement phase. TARGET: One ORKS unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
BRAGGIN’ RIGHTS
1 CPWHEN: Your Command phase. TARGET: Two Boyz units from your army that are within 6" of each other. EFFECT: Until the start of your next Command phase, while those two units are within 6" of each other, they both count as containing 10 or more models for the purposes of your Detachment rule, any Enhancements models from your army have and any Stratagems you use.
BULLDOZER BRUTALITY
1 CPWHEN: Fight phase. TARGET: One Boyz unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units. EFFECT: Until the end of the phase, each time your unit is selected to fight, when determining which models in your unit are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
CALL DAT DAKKA?
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One ORKS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
CAREEN!
1 CPWHEN: Any phase, just after an Orks Vehicle unit from your army with the Deadly Demise ability is destroyed. TARGET: That destroyed ORKS VEHICLE unit, if you roll a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move over enemy units (excluding MONSTERS and VEHICLES) as if they were not there.
COME ON LADZ!
1 CPWHEN: Your Command phase. TARGET: One Boyz unit from your army. EFFECT: Return up to D3+2 destroyed models to your unit (excluding Character models).
COMPETITIVE STREAK
1 CPWHEN: Fight phase. TARGET: One Boyz unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit contains 10 or more models, re-roll the Wound roll instead.
CONNIVING RUNTS
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Gretchin unit from your army that is within 9" of that enemy unit and not within Engagement Range of any enemy units. EFFECT: Roll one D6: on a 4+, that enemy unit suffers D3+1 mortal wounds. Your unit can then make a Normal move.
CORNERED AND KRUMPED
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. TARGET: One ORKS unit from your army that is within Engagement Range of that enemy unit. EFFECT: Your unit can fight as if it were the Fight phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, an unmodified Hit roll of 6 is required to score a hit.
CRUSHING IMPACT
1 CPWHEN: Your Charge phase, just after a Nobz or Meganobz unit from your army ends a Charge move. TARGET: That NOBZ or MEGANOBZ unit. EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If a Waaagh! is active for your unit, that enemy unit suffers 1 mortal wound for each 4+ instead.
CUT’EM DOWN
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. TARGET: One Nobz or Meganobz unit from your army within Engagement Range of that enemy unit. EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if a Waaagh! is active for your unit, subtract 1 from each of those tests.
DAKKA! DAKKA! DAKKA!
1 CPWHEN: Your Shooting phase. TARGET: One Orks Walker or Grots Vehicle unit from your army that has not been selected to shoot this phase. EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If you chose to push it, you can re-roll the Hit roll instead and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well.
DAKKASTORM
1 CPWHEN: Your Shooting phase. TARGET: One Speed Freeks unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. While targeting a unit within 9", they have the [SUSTAINED HITS 2] ability instead. RESTRICTIONS: A unit cannot be targeted by this and the Blitza Fire Stratagem in the same phase.
DAT ONE’S EVEN BIGGA!
1 CPWHEN: Your Charge phase. TARGET: One Beast Snagga unit from your army. EFFECT: Until the end of the phase, your unit is eligible to charge in a turn in which it Advanced or Fell Back. In addition, you can re-roll Charge rolls made for your unit, provided one of the targets of that charge is your Prey.
DAT’S OURS
1 CPWHEN: Command phase. TARGET: One ORKS unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
DECK FRAGGERS
1 CPWHEN: Your Shooting phase. TARGET: One ORKS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit targets an INFANTRY unit with a ranged weapon, that weapon has the [BLAST] ability.
DED KILLY CONSTRUCTION
1 CPWHEN: Your Fight phase. TARGET: One Speed Freeks or Trukk unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability and, if your unit made a Charge move this turn, until the end of the phase, add 1 to the Damage characteristic of those weapons.
DED SNEAKY
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Kommandos or Stormboyz unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
DRAG IT DOWN
1 CPWHEN: Fight phase. TARGET: One Beast Snagga unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, each time a model in your unit makes a melee attack that targets your Prey, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
DUST TRAILS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit has the Benefit of Cover.
EAGER TO FIGHT
1 CPWHEN: Your Movement phase, in the Reinforcements step, just after an ORKS unit from your army is set up in an Entry Zone. TARGET: That ORKS unit. EFFECT: Your unit can make an Advance move.
ENRAGED RUSH
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One BOYz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can make an Enraged Rush move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.
ERE WE GO
1 CPWHEN: Start of your Movement phase. TARGET: One Orks Infantry unit from your army. EFFECT: Until the end of the turn, add 2 to Advance and Charge rolls made for your unit.
EVASIVE MANOOVA
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Speed Freeks or Trukk unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
EXTRA GUBBINZ
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Orks Walker or Grots Vehicle unit from your army (excluding TITANIC units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
FIGHT PROPPA
1 CPWHEN: Fight phase. TARGET: One Orks Infantry or Orks Mounted unit from your army that has not been selected to fight this phase. EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability.
FULL THROTTLE!
1 CPWHEN: Your Charge phase, just after a SPEED FREEKS unit from your army ends a Charge move. TARGET: That Speed Freeks unit. EFFECT: Until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.
GET STUCK IN, LADZ!
2 CPWHEN: Your Command phase. TARGET: One ORKS unit from your army (excluding Gretchin units). EFFECT: Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle. Designer’s Note: This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.
GO GET ’EM!
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Boyz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: After the attacking unit has shot, your unit can make a Go Get ’Em! move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit contains 10 or more models, you can re-roll the D6 to determine how far your unit can move.
GRAB AND BASH
1 CPWHEN: Your Command phase. TARGET: One ORKS unit from your army (excluding Gretchin units) that is within range of the loot objective. EFFECT: Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle. Designer’s Note: This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.
HUGE SHOW-OFFS
1 CPWHEN: Your Command phase. TARGET: One Orks Walker unit (excluding Killa Kans) from your army. EFFECT: Until the start of your next Command phase, improve your unit’s Move, Leadership and Objective Control characteristics by 1, and each time a model in your unit makes an attack, add 1 to the Hit roll.
HULKING BRUTES
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Nobz or Meganobz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
IMPERVIOUS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Battlewagon, Kill Rig or Hunta Rig unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
INSTINCTIVE HUNTERS
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Beast Snagga unit from your army that is not within Engagement Range of one or more enemy unit. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
KLANKIN’ KLAWS
1 CPWHEN: Fight phase. TARGET: One Orks Walker unit from your army that has not been selected to fight this phase. EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, add 2 to the Strength characteristic of melee weapons equipped by models in your unit and, if you chose to push it, until the end of the phase, add 1 to the Damage characteristic of those weapons and they have the [HAZARDOUS] ability as well.
KRUMP AND RUN
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit falls back. TARGET: One ORKS unit from your army that was within engagement range of that enemy unit at the start of the phase and is not within range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6".
KRUNCHIN’ DESCENT
1 CPWHEN: Your Charge phase, just after a STORMBOYZ unit from your army ends a Charge move. TARGET: That Stormboyz unit. EFFECT: Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
LONG, UNCONTROLLED BURSTS
1 CPWHEN: Your Shooting phase. TARGET: One ORKS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
LOOT ON THE MOVE
1 CPWHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway. TARGET: That ORKS unit. EFFECT: Until the end of the battle, that Hatchway cannot be closed. Until the end of the turn, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
MEKANISED BRUTALITY
1 CPWHEN: Your Movement phase. TARGET: One Battlewagon, Kill Rig or Hunta Rig unit from your army that has not been selected to move this phase. EFFECT: Until the end of the turn, each time a unit disembarks from your unit after your unit makes a Normal move, that disembarked unit is still eligible to declare a charge this turn.
MOBILE DAKKASTORM
1 CPWHEN: Your Shooting phase, just after a Speed Freeks or Trukk unit from your army has shot. TARGET: That SPEED FREEKS or TRUKK unit. EFFECT: Select one enemy unit hit by one or more of those attacks (excluding attacks made with Indirect Fire weapons). Until the end of the phase, each time a model in a SPEED FREEKS or TRUKK unit from your army makes an attack that targets that unit, improve the Strength characteristic of that attack by 2.
MOB RULE
1 CPWHEN: End of your Command phase. TARGET: One Mob unit from your army that contains 10 or more models and is not Below Half-strength. EFFECT: Select one friendly Battle-shocked Orks Infantry unit within 6" of that MOB unit. That ORKS INFANTRY unit is no longer Battle-shocked.
MORE GITZ OVER ’ERE!
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Speed Freeks unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6".
MOUNT UP, LADZ
1 CPWHEN: End of the Fight phase. TARGET: One Orks Infantry unit from your army that is not within Engagement Range of one or more enemy units, and one friendly Transport it is able to embark within. EFFECT: If your ORKS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
ON DA MOVE
1 CPWHEN: Your Movement phase. TARGET: One ORKS unit from your army that has not been selected to move this phase. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back or Advanced (unless it used its turbo this turn).
ON TO DA NEXT
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back. TARGET: One ORKS unit from your army that was within Engagement Range of that enemy unit at the start of the phase. EFFECT: Your unit can make a Normal move of up to 6".
ORKS IS NEVER BEATEN
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
ORKS IS STILL ORKS
1 CPWHEN: Fight phase. TARGET: One ORKS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.
PILE THROUGH
1 CPWHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway. TARGET: That ORKS unit. EFFECT: Until the end of the turn, your unit has the Fights First ability.
PILE THROUGH
1 CPWHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway. TARGET: That ORKS unit. EFFECT: Until the end of the turn, your unit has the Fights First ability.
PIT FIGHTER
1 CPWHEN: Your Charge phase. TARGET: One WARBOSS model from your army. EFFECT: Until the end of the phase, your model is eligible to declare a charge in a turn in which it Fell Back.
RAMBOYZ RAMPAGE
1 CPWHEN: Your Movement phase. TARGET: One BOYz unit from your army that has not been selected to move this phase. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced and each time your unit Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
ROLLING LOOT-HEAP
1 CPWHEN: Your Shooting phase. TARGET: One Flash Gitz unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-VEHICLE 4+] ability.
RUN ’EM DOWN
1 CPWHEN: Your Movement phase. TARGET: One Battlewagon, Kill Rig or Hunta Rig unit from your army that has not been selected to move this phase. EFFECT: Select up to two other friendly Orks Vehicle or Orks Monster units within 6" of your unit. Until the end of the turn, your unit and each unit you selected are eligible to declare a charge in a turn in which they Advanced.
SPEEDIEST FREEKS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Speed Freeks or Trukk unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit is a VEHICLE unit with an unmodified Toughness characteristic of 8 or less, until the end of the phase, models in your unit have a 4+ invulnerable save instead.
SPESHUL AMMO
1 CPWHEN: Your Shooting phase. TARGET: One ORKS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding Torrent weapons) have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
SPESHUL SHELLS
1 CPWHEN: Your Shooting phase. TARGET: One ORKS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 18", improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1.
SQUIG FLINGIN’
1 CPWHEN: Your Movement phase, just after a SPEED FREEKS or TRUKK unit from your army ends a Normal, Advance or Fall Back move. TARGET: That Speed Freeks or Trukk unit. EFFECT: Select one enemy unit within 9" of your unit. That enemy unit must take a Battle-shock test and, when doing so, subtract 1 from the result.
STALKIN’ TAKTIKS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Beast Snagga Infantry or Beast Snagga Mounted unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. In addition, if your unit has the INFANTRY keyword, until the end of the phase, models in your unit have the Stealth ability.
SUPERFUELLED BOILER
1 CPWHEN: Your Movement phase, just after an Orks Walker unit from your army has been selected to Advance. TARGET: That Orks Walker unit. EFFECT: Until the end of the turn, you can re-roll Advance rolls made for your unit and ranged weapons equipped by models in your unit have the [ASSAULT] ability.
TAKTIKAL RETREAT
1 CPWHEN: Your Movement phase, just after an ORKS unit from your army Falls Back. TARGET: That ORKS unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
TIDE OF MUSCLE
1 CPWHEN: Your Charge phase. TARGET: One Boyz unit from your army that has not declared a charge this phase. EFFECT: Until the end of the phase, each time your unit declares a charge, add 1 to the Charge roll and, if your unit contains 10 or more models, you can re-roll the Charge roll.’
TOO ARROGANT TO DIE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Nobz or Meganobz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 2 to the result if a Waaagh! is active for your unit. On a 5+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
UNBRIDLED CARNAGE
1 CPWHEN: Fight phase. TARGET: One ORKS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, an unmodified hit roll of 5+ scores a Critical Hit.
UNSTOPPABLE MOMENTUM
1 CPWHEN: Your Charge phase, just after a Beast Snagga Mounted unit from your army ends a Charge move. TARGET: That Beast Snagga unit. EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If that enemy unit is your Prey, roll three additional D6.
WHERE D’YA FINK YOU’RE GOING?
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. TARGET: One Beast Snagga Infantry or Beast Snagga Mounted unit from your army that was within Engagement Range of that enemy unit at the start of the phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
YOOZ IN TROUBLE NOW
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Battlewagon, Hunta Rig or Kill Rig model from your army that was hit by one or more of the attacking unit’s attacks. EFFECT: One Orks Infantry unit embarked within your model can disembark and make a Surge move. To do so, roll one D6: models in that unit move a number of inches up to this result, but that unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
AGGRESSION BEGETS AGGRESSION
1 CPWHEN: Your Shooting phase. TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit. EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
BONDED IMPERATIVE
1 CPWHEN: Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability. TARGET: That IMPERIAL KNIGHTS CHARACTER unit. EFFECT: When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability. RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
COURAGEOUS STAND
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Imperial Knights Titanic unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability.
DRIVEN BY THE PAST
1 CPWHEN: Your Charge phase. TARGET: One Imperial Knights Titanic unit from your army. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
DRIVE THEM OUT!
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Imperial Knights unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
EXEMPLAR’S WISDOM
1 CPWHEN: Your Shooting phase, just after an Imperial Knights Titanic model from your army has shot. TARGET: That IMPERIAL KNIGHTS TITANIC model, and one or more friendly Armiger models affected by that model’s Bondsman ability. EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
FLANKING MANOEUVRES
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Armiger unit from your army that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
FORTRESS OF INTIMIDATION
1 CPWHEN: Start of your opponent’s Charge phase. TARGET: One Imperial Knights Titanic unit from your army that is on your defensive line. EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result.
FULL TILT
2 CPWHEN: Your Movement phase. TARGET: One Imperial Knights unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
FULL TILT
1 CPWHEN: Your Movement phase. TARGET: One Imperial Knights unit from your army. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is an Armiger or Destrier unit.
HERO’S TREAD
1 CPWHEN: End of your Command phase. TARGET: One Imperial Knights Titanic model from your army that is within range of an objective marker you control. EFFECT: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
LANCEBREAKER
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
LET DUTY BE YOUR SHIELD
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Armiger unit from your army that was selected as the target of one or more of the attacking units attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
MACHINE FOCUS
1 CPWHEN: Your Command phase. TARGET: One Imperial Knights unit from your army. EFFECT: Until the start of your next turn, your unit can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
MANTLE OF THE MENTOR
1 CPWHEN: Start of your Shooting phase. TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. EFFECT: Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
MARSHAL THE DEFENCE
1 CPWHEN: Your Movement phase. TARGET: Up to two Imperial Knights units from your army that have not been selected to move this phase. EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your units.
MOMENT OF GLORY
1 CPWHEN: Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates. TARGET: That IMPERIAL KNIGHTS TITANIC unit. EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
NOBLE SACRIFICE
1 CPWHEN: Any phase. TARGET: One Imperial Knights unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. EFFECT: Your unit’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+, adding 1 to the result if it is an Armiger unit, instead of only a 6.
OMNISSIAH’S GRACE
1 CPWHEN: Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army. TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
POINT‑BLANK BARRAGE
1 CPWHEN: Your Shooting phase. TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, when making ranged attacks with Blast weapons, models in your unit can target enemy units within Engagement Range of your unit (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, until the end of the phase, your unit does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units, but each time a model in your unit makes an attack with a Blast weapon that targets a unit within Engagement Range of your unit, on an unmodified Hit roll of 1, your unit suffers 1 mortal wound after all of its attacks have been resolved.
ROTATE ION SHIELDS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
RUN THEM THROUGH!
1 CPWHEN: Fight phase. TARGET: One Imperial Knights unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
SQUIRES OFTHE HUNT
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. EFFECT: For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
STEADFAST SUPERIORITY
1 CPWHEN: Fight phase. TARGET: One Imperial Knights unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
STRENGTH FROM EXILE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Imperial Knights unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if there are no other friendly units within 9" of your unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
SURVIVOR OF STRIFE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
TACTICAL FOIL
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Imperial Knights model from your army that is within 9" of that unit. EFFECT: Your model can make a Normal move of up to D6".
THIN THEIR RANKS
1 CPWHEN: Start of your Shooting phase. TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. EFFECT: Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
THRONEGHEIST FURY
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move. TARGET: One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit. EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.
THUNDERSTOMP
1 CPWHEN: Fight phase. TARGET: One Imperial Knights model from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.
TITANIC BOMBARDMENT
1 CPWHEN: Your Shooting phase. TARGET: One Imperial Knights Titanic unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
TITANIC DUEL
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
UNSTOPPABLE WARRIOR
2 CPWHEN: Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back. TARGET: That IMPERIAL KNIGHTS TITANIC unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
VENGEANCE OF THE MACHINE CULT
1 CPWHEN: Any phase. TARGET: One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
VIRTUE OF COURAGE
1 CPWHEN: Start of the Fight phase. TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. EFFECT: Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
VOW OF RETRIBUTION
1 CPWHEN: Your Shooting phase. TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.
A LONG LEASH
1 CPWHEN: Your Command phase. TARGET: One Abhorrent unit from your army and up to two friendly War Dog units. EFFECT: Until the start of your next Command phase, those WAR DOG units are treated as being within range of any Aura abilities your ABHORRENT unit has.
ANIMALISTIC RAGE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after a War Dog unit from your army that has not yet fought is destroyed. TARGET: That WAR DOG unit. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Before resolving your unit’s Deadly Demise ability, it can either shoot or fight. When doing so, it must target only the enemy unit that just destroyed it, and can only do so if that enemy unit is an eligible target. After it has done so and after any Consolidation moves have been made, resolve your unit’s Deadly Demise ability as normal.
AVENGE THE MASTERS!
1 CPWHEN: Any phase. TARGET: One Chaos Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a Damned model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
BEASTHIDE MANIFESTATION
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CLAIMED FOR THE DARK GODS
1 CPWHEN: Start of your Command phase. TARGET: One Chaos Knights Character unit from your army that is within range of one or more objective markers you control. EFFECT: Select one of those objective markers. That objective marker remains under your control, with a Level of Control of 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
CONQUERORS WITHOUT MERCY
1 CPWHEN: Fight phase. TARGET: One Chaos Knights model from your army that made a Charge move this turn and has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by your model by 1. After your model has finished making its attacks this phase, if it destroyed one or more enemy units this phase, each enemy unit within 6" of your model must take a Battle-shock test.
CONTEMPTUOUS VOLLEYS
1 CPWHEN: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Falls Back. TARGET: That Chaos Knights unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
CORRUPTING TAINT
1 CPWHEN: Your Command phase, just after a Chaos Knights Character unit from your army makes a Malefic Surge. TARGET: That CHAOS KNIGHTS CHARACTER unit. EFFECT: Select one objective marker your unit is within range of that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
CRUSHED LIKE VERMIN
1 CPWHEN: Your Movement phase, just after a Chaos Knights Character unit from your army ends a Normal move. TARGET: That CHAOS KNIGHTS CHARACTER unit. EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES) that your unit moved over during that move and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. If one or more models are destroyed as a result of this Stratagem, that enemy unit must take a Battle-shock test.
CUNNING HUNTER
1 CPWHEN: Your Movement phase, just after a War Dog unit from your army Falls Back. TARGET: That WAR DOG unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
DIABOLIC BULWARK
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
DISDAIN FOR THE WEAK
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability, and the Feel No Pain 5+ ability against attacks made by Battle-shocked models.
ENCIRCLING PACK
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One War Dog unit from your army that is wholly within 12" of one or more battlefield edges and not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
FERAL ARROGANCE
1 CPWHEN: Any phase, just after a mortal wound is allocated to a Chaos Knights unit from your army. TARGET: That CHAOS KNIGHTS unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
FLUSH THE QUARRY
1 CPWHEN: Start of your Movement phase. TARGET: One Titanic Chaos Knights unit from your army and up to three friendly War Dog units within 6" of that Titanic Chaos Knights unit. EFFECT: Until the end of the phase, each time one of those War Dog units makes a Normal, Advance or Fall Back move, its models can move through models and terrain features. When doing so, they can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
GOADED BEAST
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One CHAOS KNIGHTS unit from your army that lost one or more wounds as a result of those attacks. EFFECT: Your unit can make a Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
HARRYING HOUNDS
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One War Dog unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6".
HELLFORGED CONSTRUCTION
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
HUNGRY FOR COMBAT
1 CPWHEN: Start of the Fight phase. TARGET: Two or more War Dog units from your army within Engagement Range of the same enemy unit. EFFECT: Select one enemy unit within Engagement Range of those WAR DOG units. Until the end of the phase, models in those WAR DOG units can only target that enemy unit, but each time a model in one of those WAR DOG units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
IMPERIOUS ADVANCE
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: Up to two War Dog units from your army or one Titanic Chaos Knights unit from your army. EFFECT: Until the end of the phase, each time a model in one of your units makes a Normal, Advance, Fall Back or Charge move, it can move through models and terrain features. When doing so, it can move within Engagement Range of such models but, unless it made a Charge move, cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed (the Super-heavy Walker ability does not apply while using this Stratagem).
MERCILESS FUSILLADE
1 CPWHEN: Start of your Shooting phase or the start of the Fight phase. TARGET: One Titanic Chaos Knights unit from your army, and up to two friendly War Dog units, that have not been selected to shoot or fight this phase. EFFECT: Select one enemy unit that is an eligible target for each of those CHAOS KNIGHTS units. Until the end of the phase, each time one of those Chaos Knights units is selected to shoot or fight, if that enemy unit is an eligible target, you can only select that enemy unit as the target for all of those attacks and those attacks have the [SUSTAINED HITS 1] ability.
PRESERVE THE IDOLS
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Chaos Knights unit from your army that is within 9" of that enemy unit. EFFECT: Select one Damned unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.
PROFANE SYMBIOSIS
1 CPWHEN: End of any phase. TARGET: One Chaos Knights unit from your army that is not Empowered. EFFECT: Your unit makes a Malefic Surge. RESTRICTIONS: You cannot select the same unit as the target of this Stratagem more than once per battle round.
PTERRORSHADES
1 CPWHEN: Any phase, just after an enemy unit fails a Battle-shock test. TARGET: One Chaos Knights unit from your army that is within 12" of that enemy unit. EFFECT: Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound and one model in your unit regains up to 1 lost wound. RESTRICTIONS: You can only use this Stratagem once per battle round.
RUNES OF DISDAIN
2 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Chaos Knights Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
SOUL HUNGER
1 CPWHEN: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought. TARGET: That Chaos Knights unit. EFFECT: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.
SPITEFUL DEMISE
1 CPWHEN: Any phase, just after a Chaos Knights Character unit from your army is destroyed. TARGET: That CHAOS KNIGHTS CHARACTER unit. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: When rolling to determine whether mortal wounds are inflicted by your unit’s Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of a 4+ instead of on a 6.
STORM OF DARKNESS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.
TITANIC DUEL
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Chaos Knights Character unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select one enemy MONSTER or VEHICLE unit. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. Each time a model in your unit makes an attack that targets that enemy unit, if that enemy unit is TITANIC, you can re-roll the Hit roll and you can re-roll the Wound roll instead.
TROPHY HUNTER
1 CPWHEN: Fight phase, just before a Chaos Knights Character unit from your army consolidates. TARGET: That CHAOS KNIGHTS CHARACTER unit. EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units.
UNLEASH BALEFIRE
1 CPWHEN: Your Shooting phase. TARGET: One Chaos Knights unit from your army that has not been selected to shoot this phase. EFFECT: After your unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test; if the test is failed, until the end of your opponent’s next turn, it is aflame. While a unit is aflame, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
UNRESTRAINED RAGE
1 CPWHEN: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or Falls Back. TARGET: That Chaos Knights unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
VOX-HOWL
2 CPWHEN: Start of the Shooting phase or the start of the Fight phase. TARGET: One War Dog Character unit from your army. EFFECT: Each enemy unit within 6" of your unit must take a Battle-shock test. Each friendly WAR DOG unit that is within 6" of your unit and is Battle-shocked must take a Leadership test; if that test is passed, that unit is no longer Battle-shocked. RESTRICTIONS: You can only use this Stratagem once per turn.
WARP VISION
1 CPWHEN: Your Shooting phase. TARGET: One Chaos Knights unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
WORTHLESS CHATTEL
1 CPWHEN: Your Shooting phase. TARGET: One Damned unit from your army. EFFECT: Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks.
WRETCHED MASSES
2 CPWHEN: Any phase. TARGET: One Damned unit (excluding Accursed Cultists) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining. RESTRICTIONS: You can only use this Stratagem once per battle. This Stratagem cannot be used to return destroyed CHARACTER units to Attached units.
A CEASELESS CAUSE
1 CPWHEN: End of the Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that was eligible to fight this phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
ADAPTIVE PURGE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Select one of the following abilities: [LETHAL HITS], [IGNORES COVER] or [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have that ability.
ADAPTIVE STRATEGY
1 CPWHEN: Your Command phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle.
ADAPTIVE TACTICS
1 CPWHEN: Your Command phase. TARGET: Up to two Kill Team units from your army, or one other ADEPTUS ASTARTES unit from your army. EFFECT: For each unit targeted, select Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Mission Tactic is active for that unit instead of any Mission Tactic that is active for your army.
A DEADLY PRIZE
1 CPWHEN: Start of the Command phase. TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army within range of an objective marker you control. EFFECT: That objective marker is said to be Sabotaged, and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Sabotaged and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
ADVANCED DEPLOYMENT
1 CPWHEN: Your Movement phase. TARGET: One Adeptus Astartes Transport unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move this phase, and cannot declare a charge in the same turn (unless your TRANSPORT has the Assault Ramp ability), but can otherwise act normally.
AGGRESSIVE ONSLAUGHT
1 CPWHEN: Your Movement phase, just after an Adeptus Astartes unit from your army has Advanced. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge, even though it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Advanced.
A GRIM WARNING
1 CPWHEN: Any phase. TARGET: One Blood Angels unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
ALPHA STRIKE
1 CPWHEN: Your Charge phase. TARGET: One Adeptus Astartes Character unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
ANCIENT FURY
1 CPWHEN: Your Command phase. TARGET: One ADEPTUS ASTARTES WALKER model from your army. EFFECT: Until the start of your next Command phase, improve your model’s Move, Toughness, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll.
ANGELIC GRACE
1 CPWHEN: Any phase, just after an ADEPTUS ASTARTES unit from your army has a mortal wound allocated to it. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
ANGEL’S SACRIFICE
1 CPWHEN: Start of the Fight phase. TARGET: One Adeptus Astartes Jump Pack unit from your army. EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of all of its attacks.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ARMOUR OF CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ASSAIL
1 CPWHEN: Your Shooting phase. TARGET: One Adeptus Astartes Psyker unit from your army that is eligible to shoot. EFFECT: Select one enemy unit within 18" of and visible to one or more PSYKER models in your unit (excluding units with the Lone Operative ability), and roll six D6, adding 1 to each result if the Telekinesis Discipline is active for your army: for each 4+, that enemy unit suffers 1 mortal wound.
AUGMENTED TARGETING
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Select either the [SUSTAINED HITS 1] or [LETHAL HITS] abilities. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. If your unit is ENTRENCHED, until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [LETHAL HITS] abilities instead.
AUGMETIC FORTITUDE
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within Engagement Range of that enemy unit. EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
AUTO‑SENSE COORDINATION
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have this ability in a turn in which they disembarked from a Drop Pod or while targeting an enemy unit within 12".
BATTLE DRILL RECALL
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit Remained Stationary this turn, then until the end of the phase, each time a model in your unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
BATTLE INSTINCTS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Space Wolves unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can make a Normal move of up to D6".
BIRTH OF A SAGA
1 CPWHEN: Your Command phase. TARGET: One Wolf Guard Headtaker or Wolf Guard Terminator Pack Leader model from your army. EFFECT: Until the start of your next Command phase, your model has the CHARACTER keyword. Designer’s Note: While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Heroes All rule, in addition to other rules that interact with CHARACTER units.
BLAZING EARTH
1 CPWHEN: Start of your opponent’s Charge phase. TARGET: One ADEPTUS ASTARTES unit from your army equipped with one or more Torrent weapons. EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES and units with the FLY keyword) within 12" of and visible to your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
BLESSED HULL
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
BLIND SCREEN
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit (excluding Titanic units) from your army that was selected as the target of one or more of the attacking unit’s attacks and one friendly Adeptus Astartes Smoke Vehicle or Drop Pod unit within 9" of it. EFFECT: Until the end of the phase, models in your units have the Stealth ability and each time a ranged attack targets one of your units, models in that unit have the Benefit of Cover against that attack.
BLITZING FUSILLADE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. If such a weapon already has this ability, until the end of the phase, that weapon has the [SUSTAINED HITS 1] ability as well.
BOUNDING ADVANCE
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Space Wolves Infantry or Space Wolves Beasts unit from your army that has not been selected to move or declared a charge this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through models (excluding Titanic models). When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them.
BRUTE FERVOUR
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and you can ignore any or all modifiers to the following: that attack’s Weapon Skill characteristic; the Hit roll; the Wound roll.
BURNING VENGEANCE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks. TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
BURNING VENGEANCE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Adeptus Astartes Transport unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
CALCULATED FEINT
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as a target of that charge. EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a PHOBOS or ScouT SQUAD unit. RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
CARVE A PATH
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Terminator Assault Squad unit from your army that has not been selected to move this phase and has not declared a charge this phase. EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit. RESTRICTIONS: You cannot use this Stratagem more than once per turn.
CASTIGATE THE DEMAGOGUES
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
CERAMITE BULWARK
1 CPWHEN: Fight phase. TARGET: One Adeptus Astartes Battleline unit from your army that has not been selected to fight this phase. EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by the selected models and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
CERAMITE SLEDGEHAMMER
1 CPWHEN: Your Movement phase. TARGET: One Adeptus Astartes Transport unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features. In addition, if your unit is a Heavy Transport, when making this move, your unit can move through enemy models (excluding MONSTERS and VEHICLES) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
CHAMPION’S GUIDANCE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Space Wolves Character unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
CHILLING HOWL
1 CPWHEN: Your opponent’s Command phase. TARGET: One Adeptus Astartes Terminator unit from your army. EFFECT: Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from that test if that unit is Below Half-strength.
CHOSEN PREY
1 CPWHEN: Your Movement phase, just after a Space Wolves unit from your army Falls Back. TARGET: That SPACE WOLVES unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
CLEANSING SWEEP
1 CPWHEN: Your opponent's Movement or Charge phase. TARGET: One Terminator Squad unit from your army that has not fired Overwatch this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
CODEX DISCIPLINE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is auspex scanned, re-roll a Wound roll of 1 as well.
CODEX WARFARE
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
COGITATED FEROCITY
1 CPWHEN: Your Fight phase. TARGET: One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to fight this phase. EFFECT: Select either the [SUSTAINED HITS 1] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability.
CONDEMNATORY INFO-SCREED
1 CPWHEN: Your Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if it disembarked from a Transport this turn, re-roll a Wound roll of 1. If that TRANSPORT has the Land Raider keyword, you can re-roll the Wound roll instead.
COORDINATED STRIKE
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Space Wolves unit from your army that is wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
COUNTERCHARGE
2 CPWHEN: End of your opponent’s Charge phase. TARGET: One Adeptus Astartes Character unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. EFFECT: Your unit now declares a charge that targets only one or more of those enemy units, and you resolve that charge as if it were your Charge phase. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
COURAGE AND HONOUR!
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
CRUCIBLE OF BATTLE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.
CRUCIBLE OF BATTLE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.
CRUSADING CONQUERORS
1 CPWHEN: End of the Command phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
DEATH FROM THE SKIES
1 CPWHEN: Your Movement phase, just after an Adeptus Astartes Jump Pack unit from your army Advances or Falls Back. TARGET: That ADEPTUS ASTARTES JUMP PACK unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
DEATHLESS DUTY
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
DEATH ON THE WIND
1 CPWHEN: Your Shooting phase. TARGET: One Ravenwing unit from your army that has just shot. EFFECT: Select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test. When doing so, if one or more RAVENWING units from your army are within 6" of that enemy unit, subtract 1 from the test.
DESCENT OF ANGELS
1 CPWHEN: Your Movement phase. TARGET: One Adeptus Astartes Jump Pack unit from your army that is arriving using the Deep Strike ability this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
DEVOUT PUSH
1 CPWHEN: Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". RESTRICTIONS: A unit cannot be targeted with this and the Hearts Hardened to Duty Stratagem in the same phase unless it has the Chaplain or Judiciar keywords.
DISCIPLINED EXTERMINATION
1 CPWHEN: Your Shooting phase. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and improve the Armour Penetration characteristic of such weapons by 1.
DOMINATOR BEACON
1 CPWHEN: Your Movement phase. TARGET: One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within range of an objective marker you control. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the end of a phase.
DRAGONFIRE ROUNDS
1 CPWHEN: Your Shooting phase. TARGET: One Kill Team unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities. RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.
DREAD CRUSADERS
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge. TARGET: One Adeptus Astartes Infantry unit from your army that was selected as one of the targets of that charge. EFFECT: That enemy unit must take a Battle-shock test, subtracting 1 from the result.
DROPSHIP EXTRACTION
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
DROPSHIP EXTRACTION
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
DUTY AND DEFIANCE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Battleline keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
DUTY AND HONOUR
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within range of an objective marker you control. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
DUTY UNTO DEATH
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Deathwing unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if your unit is within range of your Vowed objective marker. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
ENHANCED EFFICIENCY
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit is selected to make a Normal or Advance move, it can attempt to operate one Hatchway it is within 1” of either at the start or end of that move. If it does, it cannot attempt to operate a Hatchway again this turn.
EVASIVE MANOEUVRES
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
EVASIVE REPOSITIONING
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can make a Normal move of up to D6". If your unit is ENTRENCHED, you can re-roll the D6 to determine how far your unit can move.
EXEMPLARY VIGILANCE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
EYE OF THE PACK
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can add 1 to the Wound roll.
FEINT AND THRUST
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. If it is a Phobos or Scout Squad unit, it is also eligible to shoot and declare a charge in a turn in which it Advanced.
FENRISIAN FEROCITY
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Adeptus Astartes Mounted or Adeptus Astartes Walker unit from your army that has not been selected to move or charge this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models (excluding TITANIC models) and terrain features. When doing so, it can move within Engagement Range of enemy models, but cannot end a Normal, Advance or Fall Back move within Engagement Range of them.
FIERY SHIELD
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 18" of one or more friendly Adeptus Astartes Psyker models, and that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll, and if the Pyromancy Discipline is active for your army, weapons that target your unit have the [HAZARDOUS] ability.
FIGHTING RETREAT
1 CPWHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army is selected to Fall Back. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
FIGHT TO THE END
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
FINAL RETRIBUTION
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is within 12" of one or more friendly Chaplain models; on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
FIRE DISCIPLINE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in that unit have the [ASSAULT], [HEAVY] and [IGNORES COVER] abilities.
FOCUSED FURY
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Character unit, until the end of the phase, those weapons have the [LANCE] ability as well.
FOCUSED HATRED
1 CPWHEN: Your Charge phase, just after you make a Charge roll for an ADEPTUS ASTARTES unit from your army that disembarked from a Transport this turn. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the phase, each time your unit makes a Charge move, models in your unit can move through models (when doing so, its models can move within Engagement Range of enemy models, but they can only end that move within Engagement Range of enemy models if those enemy models belong to a unit that your unit declared a charge against this turn).
FOCUSING SHRINE
1 CPWHEN: Your Movement phase, at the start of the Reinforcements step. TARGET: One Adeptus Astartes Terminator unit from your army that is in Reserves. EFFECT: Until the end of the phase, when setting up your unit on the battlefield using its Deep Strike ability, you can set it up unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability, ignoring Walls and closed Hatchways). RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
FOR THE EMPEROR'S HONOUR!
1 CPWHEN: Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
FUELLED BY FAITH
1 CPWHEN: Any phase, just after a mortal wound is allocated to an ADEPTUS ASTARTES unit from your army. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
FULL THROTTLE
2 CPWHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES VEHICLE unit (excluding WALKERS) from your army. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is MOUNTED.
FURIOUS DEDICATION
1 CPWHEN: Your Charge phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not declared a charge or been selected to fight this phase. EFFECT: Until the end of the turn, add 2 to Charge rolls made for your unit and add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. RESTRICTIONS: You cannot use this Stratagem more than once per turn.
FURIOUS ONSLAUGHT
1 CPWHEN: Fight phase. TARGET: One Death Company unit from your army, just before that unit Piles-in. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3". If your unit is within 12" of one or more friendly Chaplain models, or if it is below Starting Strength, it can move up to 6" instead. In either case, it can only do so provided your unit ends that Pile-in move in Unit Coherency and within Engagement Range of one or more enemy units.
FURY OF THE FIRST
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below its Starting Strength, add 1 to the Wound roll as well.
GAUNTLET OF THE GOD-EMPEROR
1 CPWHEN: Your Movement phase. TARGET: One Adeptus Astartes Vehicle model from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your model makes a Normal or Advance move, it can move horizontally through terrain features.
GLORIOUS SACRIFICE
1 CPWHEN: Any phase. TARGET: One Death Company unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
GRIMNAR’S COMMAND
1 CPWHEN: Your Command phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Select one Hunting Pack from the Master of Wolves Detachment rule. Until the start of your next Command phase, that Hunting Pack is active for your unit instead of any other Hunting Pack that is active, even if you have already selected that Hunting Pack this battle.
GRIM RETRIBUTION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One ADEPTUS ASTARTES unit from your army that had one or more models destroyed as a result of the attacking unit’s attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but it must target the enemy unit that just attacked it, and can only do so if that enemy unit is an eligible target.
GUERRILLA TACTICS
1 CPWHEN: End of your opponent’s Fight phase. TARGET: Up to two PHOBOS and/or SCOUT SQUAD units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army. EFFECT: Remove those units from the battlefield and place them into Strategic Reserves. RESTRICTIONS: Each unit selected for this Stratagem must be more than 3" away from all enemy models.
GUIDED DISRUPTION
1 CPWHEN: Your Shooting phase or the Fight phase, just after an Adeptus Astartes Battleline unit from your army has finished making its attacks. TARGET: That ADEPTUS ASTARTES BATTLELINE unit. EFFECT: When an enemy unit is auspex scanned as a result of those attacks this turn, if that enemy unit does not have the MONSTER or VEHICLE keywords, until the start of your next turn, it is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.
HAIL OF VENGEANCE
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks. TARGET: One ADEPTUS ASTARTES unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
HEARTS HARDENED TO DUTY
1 CPWHEN: Fight phase, just before an Adeptus Astartes Infantry unit from your army Consolidates. TARGET: That ADEPTUS ASTARTES INFANTRY unit. EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it does not need to end that move closer to the closest enemy model (or the closest enemy unit if the Suffer Not the Unclean to Live Vow is active for it).
HELLFIRE ROUNDS
1 CPWHEN: Your Shooting phase. TARGET: One Kill Team unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities. RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.
HERESY BEGETS RETRIBUTION
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Chaplain or Judiciar unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Retribution move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
HERESY UNDONE
1 CPWHEN: Your Shooting phase or your Charge phase. TARGET: One ADEPTUS ASTARTES unit (excluding Battleline units) from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If it does, every target of that charge and every target of those attacks must be an auspex scanned unit.
HEROES OF THE CHAPTER
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is Below Half-strength, add 1 to the Wound roll as well.
HEROIC RESOLVE
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Space Wolves Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
HIGH-SPEED FOCUS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Ravenwing unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
HONOUR THE CHAPTER
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
HUNTER’S INSTINCTS
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Astartes Infantry unit or Adeptus Astartes Mounted unit from your army that is within 9" of that enemy unit. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6".
HUNTERS’ TRAIL
1 CPWHEN: Fight phase. TARGET: One Space Wolves unit (excluding Monsters and Vehicles) from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.
HUNTERS’ TRAIL
1 CPWHEN: Command phase. TARGET: One Ravenwing Mounted unit from your army that is within range of an objective marker you control. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
ILLUMINATING FIRE
1 CPWHEN: Your Shooting phase, just after a RAVENWING unit from your army has selected its targets. TARGET: That Ravenwing unit. EFFECT: Select one enemy unit within 12" of your unit that was selected as the target of one or more of the attacking unit’s attacks. Until the end of the phase, each time a friendly Deathwing unit makes an attack that targets that enemy unit, add 1 to the Wound roll.
IMMOLATION PROTOCOLS
2 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, Torrent weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
IMMOLATION PROTOCOLS
2 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, Torrent weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
IMPETUOSITY
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Wulfen Infantry or Blood Claws unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, after that enemy unit has shot, if one or more models in your unit were destroyed as a result of those attacks, your unit can make an Impetuous move. To do so, roll one D6: your unit can be moved a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
INESCAPABLE JUSTICE
2 CPWHEN: Any phase, just after your Oath of Moment target is destroyed. TARGET: One Adeptus Astartes Character unit that is on the battlefield. EFFECT: Select one enemy unit within 12" and visible to your unit. That enemy unit becomes your Oath of Moment target until the start of your next Command phase.
INESCAPABLE WRATH
2 CPWHEN: End of your opponent’s Charge phase. TARGET: One Deathwing Infantry or Deathwing Walker unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
INSENSATE RAMPAGE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
INSPIRING PRESENCE
1 CPWHEN: Fight phase. TARGET: One Adeptus Astartes Character unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability.
INSTANT OF GRACE
1 CPWHEN: Your Command phase. TARGET: One Adeptus Astartes Infantry unit from your army. EFFECT: Select one non-CHARACTER model in your unit. Until the start of your next Command phase, your model has the Character keyword. Designer’s Note: While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Legacy of the Angel Detachment rule, in addition to other rules that interact with CHARACTER units.
IN THE EMPEROR’S NAME
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Battleline unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
IN THE SHADOW OF GREAT WINGS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
INTO DARKNESS
1 CPWHEN: End of your opponent’s Fight phase. TARGET: Up to two Phobos and/or Scout Squad units from your army, or one other Adeptus Astartes Infantry unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.
INTRACTABLE
1 CPWHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
IRON ARM
1 CPWHEN: Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that is within 18" of one or more Adeptus Astartes Psyker models from your army and has not been selected to Fight this phase. EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit, or add 2 if the Biomancy Discipline is active for your army.
KILL SHOT
1 CPWHEN: Your Shooting phase. TARGET: One Tank Ace unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, re-roll a Wound roll of 1. If the target unit is below its Starting Strength, you can re-roll the Wound roll instead. RESTRICTIONS: A unit cannot be targeted with this and the Target Weak Point Stratagem in the same phase.
KNIFE WORK
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.
KNIGHTS OF IRON
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Ravenwing unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
KRAKEN ROUNDS
1 CPWHEN: Your Shooting phase. TARGET: One Kill Team unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6". RESTRICTIONS: You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.
LAY LOW THE TYRANTS
1 CPWHEN: Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
LEGENDARY FORTITUDE
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within Engagement Range of that enemy unit. EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
LEONINE AGGRESSION
1 CPWHEN: End of your opponent’s Charge phase. TARGET: One ADEPTUS ASTARTES unit from your army within 3" of one or more enemy units, or one Deathwing unit from your army within 6" of one or more enemy units. EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
LIGHT OF VENGEANCE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have that ability while targeting an auspex scanned unit or if the bearer has the Battleline keyword.
LIMB FROM LIMB
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that made a Charge move this turn. EFFECT: Select either the Strength or Armour Penetration characteristic of melee weapons equipped by models in your unit. Until the end of the phase, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the phase, add 1 to the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit.
LION’S WILL
1 CPWHEN: Command phase. TARGET: One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, until the end of the turn, if your unit does not have the Deathwing, Ravenwing or Vehicle keyword, each time a model in your unit makes an attack, add 1 to the Hit roll.
LITANIES OF PURGATION
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if that model’s unit is within range of one or more objective markers or the target unit is within range of one or more objective markers, improve the Armour Penetration characteristic of that attack by 1.
LOST TO RAGE
1 CPWHEN: Fight phase. TARGET: One Death Company unit from your army that is below Starting Strength and has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Attacks, Stength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1 and, unless your unit is within 12" of one or more friendly Chaplain models, until the end of the phase, those weapons have the [HAZARDOUS] ability.
MACHINE VENGEANCE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Tank Ace unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is visible and an eligible target.
MACHINE WRATH
1 CPWHEN: Any phase, just after a Heavy Transport unit from your army with the Deadly Demise ability is destroyed. TARGET: That HEAVY TRANSPORT unit, if you rolled a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move through enemy models (excluding MONSTERS and VEHICLES) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
MARCHING EVER ON
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back. TARGET: One ADEPTUS ASTARTES unit from your army that was within Engagement Range of that enemy unit at the start of the phase. EFFECT: Your unit can make a Normal move of up to D6"+1.
MARKED FOR DESTRUCTION
1 CPWHEN: Your Shooting phase. TARGET: Two ADEPTUS ASTARTES units from your army (excluding Beasts) that have not been selected to shoot this phase. EFFECT: Select one enemy unit visible to both of your units. Until the end of the phase, models in your units can only target that enemy unit (and only if it is an eligible target) and each time a model in one of your units makes an attack, re-roll a Wound roll of 1.
MARTIAL EXEMPLARS
1 CPWHEN: Fight phase. TARGET: One Adeptus Astartes Jump Pack unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] and [PRECISION] abilities.
MARTIAL MASTERY
1 CPWHEN: Fight phase. TARGET: One Deathwing Infantry unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit is within range of your Vowed objective marker, you can re-roll the Wound roll instead.
MASTER MARKSMEN
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
MERCY IS WEAKNESS
2 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, that attack has the [SUSTAINED HITS 1] ability, and when making such an attack, if the attacking model is a VEHICLE, a successful unmodified Hit roll of 5+ scores a Critical Hit.
MOBILE LETHALITY
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.
NO THREAT TOO GREAT
2 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
NOT ONE BACKWARDS STEP
1 CPWHEN: Your Command phase. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army within range of an objective marker. EFFECT: Until the end of the turn, double the Objective Control characteristic of models in your unit, but it must Remain Stationary this turn.
OBDURATE VENGEANCE
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
ONLY IN DEATH DOES DUTY END
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
ONRUSHING STORM
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Adeptus Astartes Terminator unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
ONSLAUGHT OF FIRE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. If one or more enemy models are destroyed as the result of any of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
ONWARD FOR THE EMPEROR
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that was not set up on the battlefield this turn and one friendly Transport it is able to embark within. EFFECT: If your ADEPTUS ASTARTES unit is wholly within 6" of that TRANSPORT, it can embark within it.
ORBITAL TELEPORTARIUM
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability. RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
OVERCHARGED BREACH
1 CPWHEN: Start of your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Select one closed Hatchway within 9" of and visible to your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. RESTRICTIONS: You cannot use this Stratagem more than once.
OVERPOWERING EXACTION
1 CPWHEN: Command phase or the start of the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test. When doing so, if your unit has the Deathwing or Ravenwing keyword, subtract 1 from the result. RESTRICTIONS: You can only use this Stratagem once per battle round.
OVERWHELMING ONSLAUGHT
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: Two ADEPTUS ASTARTES units from your army within Engagement Range of that enemy unit, or one Space Wolves Beasts unit from your army within Engagement Range of that enemy unit. EFFECT: Until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
PERFERVID INTERVENTION
2 CPWHEN: End of your opponent’s Charge phase. TARGET: One ADEPTUS ASTARTES unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
PINNING FIRE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, after your unit has shot, select one enemy CHARACTER, MONSTER, or VEHICLE unit hit by one or more of those attacks. Until the start of your next Shooting phase, that unit is pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
PIOUS ENMITY
1 CPWHEN: Fight phase. TARGET: One Chaplain or Judiciar unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is a MONSTER or VEHICLE unit, re-roll a Wound roll of 1 as well.
POWER OF THE MACHINE SPIRIT
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks. TARGET: One ADEPTUS ASTARTES VEHICLE unit from your army that was reduced to Below Half-strength as a result of the attacking unit’s attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
PRACTICAL TACTICS
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is not within Engagement Range of one or more enemy units and is within 9" of the enemy unit that just ended that move. EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine.
PRESCIENT PRECISION
1 CPWHEN: Your Shooting phase. TARGET: One Adeptus Astartes Psyker unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, that attack has the [LETHAL HITS] ability, and the [IGNORES COVER] ability as well if the Divination Discipline is active for your army.
PREYTAKER’S EYE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select either the [LETHAL HITS] or [SUSTAINED HITS 1] abilities. Until the end of the phase, weapons equipped by models in your unit have that ability.
PRIORITY STRIKE
2 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.
PURGATION DOCTRINE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll (if your unit disembarked from a Heavy Transport this turn, add 1 to the Wound roll as well).
RAPID EMBARKATION
1 CPWHEN: End of the Fight phase. TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that has no models embarked within it, and one ADEPTUS ASTARTES INFANTRY unit from your army wholly within 6" of that TRANSPORT. EFFECT: Your INFANTRY unit can embark within that TRANSPORT. RESTRICTIONS: You cannot target an INFANTRY unit that is within Engagement Range of one or more enemy units, that cannot normally embark within that TRANSPORT, or that disembarked from a TRANSPORT this turn.
RAPID EMBARKATION
1 CPWHEN: End of the Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that is not within Engagement Range of one or more enemy units, and one friendly Heavy Transport it is able to embark within. EFFECT: If your ADEPTUS ASTARTES INFANTRY unit is wholly within 6" of that HEAVY TRANSPORT, it can embark within it.
RAPID GUNNERY
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
RAPID REAPPRAISAL
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Ravenwing unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
RAPID TAKEOVER
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back. TARGET: One ADEPTUS ASTARTES unit from your army that was within Engagement Range of that enemy unit at the start of the phase. EFFECT: Your unit can make a Normal move of up to D3+1".
RAPTORIAL VIGILANCE
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of the enemy unit that just ended that move. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a Phobos or Scout Squad unit.
REACTIVE REPOSITIONING
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Tank Ace unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to D6".
RECITATION OF THE REVERED
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Ancient unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
RECLAIM OUR HONOUR!
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys an Ancient model from your army that has not been targeted with the Refusal to Yield Stratagem this phase. TARGET: One ADEPTUS ASTARTES unit from your army visible to that enemy unit. EFFECT: Until the end of the battle, each time an ADEPTUS ASTARTES model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll. RESTRICTIONS: You cannot target that ANCIENT model with the Refusal to Yield Stratagem this phase.
RED RAMPAGE
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Select either the [LANCE] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. You can instead choose for your unit to give in to the Red Thirst; if it does, then it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities.
RED WRATH
1 CPWHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge in a turn in which it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
REFUSAL TO YIELD
1 CPWHEN: Any phase, just after an Ancient model from your army is destroyed. TARGET: That ANCIENT model. You can use this Stratagem on that model even though it was just destroyed. EFFECT: At the end of the phase, set your model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. RESTRICTIONS: You cannot target the same model with this Stratagem more than once per battle.
RELENTLESS ASSAULT
1 CPWHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge even though it Fell Back. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Fell Back.
RELENTLESS MOMENTUM
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units. EFFECT: Until the end of the phase, when determining which models in your unit are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
RELICS OF THE DARK AGE
1 CPWHEN: Your Shooting phase. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit.
RELIC TELEPORTARIUM
1 CPWHEN: Your Movement phase. TARGET: One Deathwing unit from your army that is arriving using the Deep Strike ability this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
RIDE HARD, RIDE FAST
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
RIGID DISCIPLINE
1 CPWHEN: End of the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Your unit can immediately make a Fall Back move of up to 6". RESTRICTIONS: When making that move, your unit must end that move either wholly within your deployment zone or within range of an objective marker.
RUNES OF CLAIMING
1 CPWHEN: End of your Command phase. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Walker unit from your army. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
RUTHLESS BUTCHERY
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below Starting Strength, add 1 to the Wound roll as well.
SAVAGE ECHOES
1 CPWHEN: Your opponent’s Charge phase. TARGET: One ADEPTUS ASTARTES unit from your army that was just charged by an enemy unit. EFFECT: Select either the Strength or Attacks characteristic of melee weapons equipped by models in your unit. Until the end of the turn, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in your unit.
SCIONS OF GUILLIMAN
1 CPWHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army ends a Fall Back move. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
SENSORY ASSAULT
1 CPWHEN: Command phase. TARGET: One Adeptus Astartes Psyker unit from your army. EFFECT: Select one enemy unit that is within 18" of and visible to one PSYKER model in your unit. Until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. In addition, if the Telepathy Discipline is active for your army, that enemy unit must take a Battle-shock test, subtracting 1 from the result.
SHOCK ASSAULT
1 CPWHEN: Your Charge phase. TARGET: One ADEPTUS ASTARTES MOUNTED unit from your army that has not declared a charge this phase. EFFECT: Until the end of the turn, you can re-roll Charge rolls made for your unit and melee weapons equipped by models in that unit have the [LANCE] ability.
SHOCK BOMBARDMENT
1 CPWHEN: Your Shooting phase or the Fight phase, just after an Adeptus Astartes Battleline unit from your army finished making its attacks. TARGET: That ADEPTUS ASTARTES BATTLELINE unit. EFFECT: When an enemy unit is auspex scanned as a result of those attacks this turn, until the start of your next turn, it is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
SHOCK CAVALRY
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One Thunderwolf Cavalry unit from your army that has not been selected to move or declared a charge this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them.
SHOCK ONSLAUGHT
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
SITE-TO-SITE TELEPORTATION
1 CPWHEN: End of your opponent’s Fight phase. TARGET: Up to two Kill Team units from your army, or one other Adeptus Astartes Infantry unit from your army, if those units are not within Engagement Range of one or more enemy units. EFFECT: Remove those units from the battlefield and place them into Strategic Reserves. Until the end of your next Movement phase, models in those units that do not have the Deep Strike ability have the Deep Strike ability.
SPEAR THRUST AND SABRE SWING
1 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Select either the [LANCE] or [LETHAL HITS] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. If it is a MOUNTED unit, until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities instead.
SPOOR OF THE UNHOLY
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll.
SQUAD TACTICS
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of the enemy unit that just ended that move. EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine. RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
STALKING WOLVES
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Stealth ability.
STAND TO THE END
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is an ENTRENCHED unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
STORM OF FIRE
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
STRENGTH IN UNITY
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: If that enemy unit is within Engagement Range of one or more Ravenwing units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. If that enemy unit is within Engagement Range of one or more Deathwing units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, if the Strength characteristic of that attack is greater than the Toughness characteristic of the target, subtract 1 from the Wound roll. RESTRICTIONS: A unit cannot be targeted by this and the Armour of Contempt Stratagem in the same phase.
STRIKE FROM THE SHADOWS
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
STRIKE NOW FOR GLORY
1 CPWHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
STUNNING FUSILLADE
1 CPWHEN: Your Shooting phase. TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
SUPPRESSION STRAFING
1 CPWHEN: Command phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Select one enemy unit visible to and within 18" of your unit. That enemy unit takes a Battle-shock test. When doing so, subtract 1 from that test and, if that test is failed, until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. RESTRICTIONS: You cannot use this Stratagem more than once per battle round.
SURGICAL STRIKES
2 CPWHEN: Fight phase. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
TACTICAL DECAPITATION
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [PRECISION] ability and each time a model in your unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.
TACTICAL FORESIGHT
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than or equal to the Toughness characteristic of that unit, subtract 1 from the Wound roll.
TACTICAL MASTERY
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. If your unit has the Ravenwing keyword, it is also eligible to shoot and declare a charge in a turn in which it Fell Back.
TALON STRIKE
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Ravenwing Mounted unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an INFANTRY CHARACTER or MOUNTED CHARACTER unit, add 1 to the Wound roll.
TARGET WEAK POINT
1 CPWHEN: Your Shooting phase. TARGET: One Tank Ace unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, improve the Armour Penetration characteristic of that attack by 1. RESTRICTIONS: A unit cannot be targeted with this and the Kill Shot Stratagem in the same phase.
TERRIFYING PROFICIENCY
1 CPWHEN: Your Fight phase. TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that made a Charge move this turn and destroyed one or more enemy units this phase. EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
TERRITORIAL ADVANTAGE
1 CPWHEN: Fight phase, just after an enemy unit is destroyed by an ADEPTUS ASTARTES unit from your army. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
THE FOE FORESEEN
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
THUNDEROUS PURSUIT
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One ADEPTUS ASTARTES unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to D6". If your unit has the Space Wolves Infantry or Thunderwolf Cavalry keywords, it can make a Normal move of up to 6" instead.
TOWER OF STRENGTH
1 CPWHEN: Start or end of any phase. TARGET: One Adeptus Astartes Terminator unit from your army. EFFECT: Until the end of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. RESTRICTIONS: Each time you use this Stratagem, you cannot use it again until after your next Command phase.
ULTRAMARIAN ADAPTIVITY
1 CPWHEN: Your Command phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for your unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that Combat Doctrine this battle.
ULTRAMARIAN DESTINY
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
UNBOWED CONVICTION
1 CPWHEN: Command phase. TARGET: One ADEPTUS ASTARTES unit from your army that is below its Starting Strength. EFFECT: Until the end of the turn, your unit can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
UNBREAKABLE LINES
2 CPWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One ADEPTUS ASTARTES unit from your army within Engagement Range of that enemy unit. EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.
UNBRIDLED ARDOUR
1 CPWHEN: Any phase. TARGET: One ADEPTUS ASTARTES unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Until the end of the battle, each time a friendly Sanguinary Guard unit makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
UNBRIDLED FEROCITY
1 CPWHEN: Fight phase. TARGET: One Space Wolves unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll.
UNCOMPROMISING EGRESS
1 CPWHEN: Your Movement phase. TARGET: One Land Raider model from your army that has not been selected to move this phase. EFFECT: One ADEPTUS ASTARTES unit embarked within your LAND RAIDER can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your LAND RAIDER and can be set up within Engagement Range of one or more enemy units.
UNFORGIVEN FURY
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability. In addition, if one or more ADEPTUS ASTARTES units from your army are currently Battle-shocked, until the end of the phase, each time a model in your unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
UNMATCHED FORTITUDE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Deathwing Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.
UNRELENTING HUNTERS
1 CPWHEN: Your Movement phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to move this phase. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a Space Wolves unit, until the end of the turn, it is eligible to declare a charge in a turn in which it Advanced or Fell Back.
UNTO THE BURNING SKIES
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Adeptus Astartes Jump Pack unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units, unless it is The Sanguinor. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
UNYIELDING MIGHT
1 CPWHEN: Command phase. TARGET: One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristics of models in your unit.
VENGEFUL ANIMUS
1 CPWHEN: Any phase, just after an ADEPTUS ASTARTES VEHICLE model from your army with the Deadly Demise ability is destroyed. TARGET: That ADEPTUS ASTARTES VEHICLE model. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
VOICE OF DEVOTION
1 CPWHEN: Your Command phase. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army. EFFECT: Select the Chorus of Relentless Hate, Rite of Perfervid Wrath or Chant of Deathless Devotion Litany. Until the end of the battle round, that Litany is active for your unit instead of any other Litany that is active for your army.
VOX-AMPLIFIED ROAR
1 CPWHEN: Your Charge phase, just after an ADEPTUS ASTARTES unit from your army declares a charge. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Each target of that charge must take a Battle-shock test.
WIND-SWIFT EVASION
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6". RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
WITHDRAW AND REGROUP
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
WRATHFUL CONQUERORS
1 CPWHEN: Your Movement phase. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within range of an objective marker you control. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any phase.
WRATHFUL INFERNO
1 CPWHEN: Your Movement phase, just after an Adeptus Astartes Infantry unit from your army Falls Back. TARGET: That unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
WRATHFUL RAMPAGE
1 CPWHEN: Your Movement phase, just after a Death Company unit from your army Advances. TARGET: That DEATH COMPANY unit. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit is within 12" of one or more friendly Chaplain models, or it is below its Starting Strength, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
WRATH OF THE LION
1 CPWHEN: Your Charge phase. TARGET: One Deathwing INFANTRY unit from your army that just ended a Charge move. EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit, adding 1 to the result if that enemy unit is within range of your Vowed objective marker: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 3 mortal wounds).
AGGRESSIVE MOBILITY
1 CPWHEN: Your Movement phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
ALIEN EXPERTISE
1 CPWHEN: Your Movement phase. TARGET: One T’AU EMPIRE unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well.
A TEMPTING TRAP
1 CPWHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll. RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
A TRAP WELL LAID
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Kroot unit from your army that has not been selected to shoot or fight this phase. EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
AUTOMATED REPAIR DRONES
1 CPWHEN: Command phase. TARGET: One T’au Empire Battlesuit unit from your army. EFFECT: Select one BATTLESUIT model in your unit: that model regains up to D3+1 lost wounds.
BOARDING BLADES
1 CPWHEN: Fight phase. TARGET: One KROOT unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1.
BRUTE FORCE
1 CPWHEN: Your Movement phase, just after a KROOTOX RIDERS unit from your army opens a Hatchway. TARGET: That KROOTOX RIDERS unit. EFFECT: Roll one D6 for each unit that is within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
COMBAT DEBARKATION
1 CPWHEN: Your Shooting phase. TARGET: One T’au Empire Infantry unit from your army that disembarked from a TRANSPORT this turn. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll.
COMBAT EMBARKATION
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One T’au Empire Infantry unit from your army that was selected as one of the targets of that charge, and one friendly Transport. EFFECT: Your unit can embark within that TRANSPORT. If it does, your opponent can select new targets for that charge. RESTRICTIONS: Every model in your T’AU EMPIRE INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
COORDINATE TO ENGAGE
1 CPWHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good). EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability.
COUNTERFIRE DEFENCE SYSTEMS
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One T’AU EMPIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
EMP GRENADES
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy VEHICLE unit is selected to shoot or fight. TARGET: One Kroot Grenades unit from your army within 8" of that enemy VEHICLE unit. EFFECT: Until the end of the phase, worsen the Weapon Skill and Ballistic Skill characteristics of that enemy VEHICLE unit’s weapons by 1.
EXPERIMENTAL AMMUNITION
1 CPWHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Select one of the following to apply to your unit until the end of the phase: Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1.Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability. RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
EXPERIMENTAL MODIFICATIONS
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1.
EXPERIMENTAL WEAPONRY
1 CPWHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result.
FAIL-SAFE DETONATOR
2 CPWHEN: Any phase, just after a T’au Empire Battlesuit model from your army is destroyed. TARGET: That destroyed model’s unit. You can use this Stratagem on that unit even if that unit was just destroyed. EFFECT: Before removing your model from play, if it has the Deadly Demise ability, do not roll for that ability; instead, you can choose whether the result of that roll is a 1 or a 6. If your model does not have the Deadly Demise ability, roll one D6 for each unit within 6" of it: on a 4+, that unit suffers D3 mortal wounds.
FIRING LINE
1 CPWHEN: Fight phase, just after an enemy unit destroys a T’AU EMPIRE unit from your army. TARGET: One FIRE WARRIOR or PATHfINDER TEAM unit from your army that is not within Engagement Range of one or more enemy units, has not fired Overwatch this turn and is within 9" of that enemy unit. EFFECT: Your unit can shoot as if it were your Shooting phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ is required to score a hit.
FOCUSED FIRE
1 CPWHEN: Start of your Shooting phase. TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit. EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1. RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds.
GRAV-INHIBITOR FIELD
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One T’au Empire Battlesuit unit from your army that was selected as a target of that charge. EFFECT: That enemy unit must immediately take a Battle-shock test and you must roll one D6 for each model in that enemy unit: for each 6, that enemy unit suffers 1 mortal wound.
GUERRILLA WARRIORS
1 CPWHEN: Your Movement phase, just after a Kroot unit from your army Falls Back. TARGET: That KROOT unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
GUIDED FIRE
1 CPWHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army (excluding Kroot and Vespid Stingwings units) that has not been selected to shoot this phase. EFFECT: Until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in your unit. If your unit is wholly within 9" of one or more KROOT or VESPID STINGWINGS units from your army, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit instead.
HIDDEN HUNTERS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Kroot unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
INTERLOCKING MANOUEVRES
1 CPWHEN: End of the Fight phase. TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
JOIN THE HUNT
2 CPWHEN: Any phase. TARGET: One Kroot Infantry or Kroot Hounds unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. RESTRICTIONS: This Stratagem cannot be used to return destroyed Character units to Attached units. You can only use this Stratagem once per battle.
MULTISENSORY SCANNING
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead.
NEUROWEB SYSTEM JAMMER
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One T’au Empire Crisis unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
PHEROMONE WAYPOINTS
1 CPWHEN: Your Movement phase. TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
PHOTON GRENADES
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One T’au Empire Grenades unit from your army that was selected as one of the targets of that charge. EFFECT: That enemy unit must immediately take a Battle-shock test, and until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
PINPOINT COUNTER-OFFENSIVE
1 CPWHEN: Any phase. TARGET: One T’AU EMPIRE unit (excluding Kroot units) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Until the end of the battle, each time a T’AU EMPIRE unit (excluding KROOT units) from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll.
POINT-BLANK AMBUSH
1 CPWHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1. RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
PULSE BARRAGE
1 CPWHEN: Your opponent’s Movement or Charge phase. TARGET: One FIRE WARRIOR or PATHfINDER TEAM unit from your army that has not fired Overwatch this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
PULSE ONSLAUGHT
2 CPWHEN: Your Shooting phase. TARGET: One T’au Empire Infantry unit (excluding Kroot units) from your army that has just shot, and one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. EFFECT: Until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
REACTIVE IMPACT DAMPENERS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One T’au Empire Battlesuit unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
RESPONSIVE VOLLEY
1 CPWHEN: Your Movement phase, just after a FIRE WARRIOR or PATHfINDER TEAM unit from your army opens a Hatchway. TARGET: That FIRE WARRIOR or PATHFINDER TEAM unit. EFFECT: Until the end of the turn, each time a model in your unit makes a ranged attack that targets an enemy unit wholly on the opposite side of that Hatchway from them, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
RETREATING FIRE
1 CPWHEN: Your Shooting phase. TARGET: One FIRE WARRIOR or PATHfINDER TEAM unit from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
STIMM INJECTORS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One T’au Empire Battlesuit unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability.
SWEEPING AMBUSH
1 CPWHEN: Fight phase. TARGET: One KROOT unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, when making a Consolidation move, that model can end that move within Engagement Range of the closest enemy unit that was not visible to its unit when it started that move.
TANGLEBOMB BOLAS
1 CPWHEN: Your Shooting phase. TARGET: One KROOT unit from your army. EFFECT: Select one enemy unit within 9" of and visible to your unit and roll one D6: on a 2+, until the start of your next Shooting phase, halve the Move characteristic of models in that enemy unit and halve Advance and Charge rolls made for it.
THE ARRO’KON PROTOCOL
1 CPWHEN: Your Shooting phase. TARGET: One T’au Empire Battlesuit unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that contains 6 or more models, that attack has the [SUSTAINED HITS 1] ability. If that attack targets an enemy unit that contains 11 or more models, it has the [SUSTAINED HITS 2] ability instead.
THE GRISLY FEAST
1 CPWHEN: Fight phase. TARGET: One Kroot unit from your army that destroyed one or more enemy units this phase. EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
THE SHORTENED BLADE
2 CPWHEN: Your Movement phase. TARGET: One T’au Empire Battlesuit unit from your army that is arriving using the Deep Strike ability this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
THE TORCHSTAR GAMBIT
1 CPWHEN: Your Shooting phase. TARGET: One T’au Empire Battlesuit unit from your army that can FLY whose attacks have been resolved this phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, your unit cannot declare a charge this turn
THREAT ASSESSMENT ANALYSER
1 CPWHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase. RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
WALL OF MIRRORS
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Stealth, Ghostkeel or Commander Shadowsun unit from your army. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. RESTRICTIONS: You cannot target a unit that is within Engagement Range of one or more enemy units.
ARCANE FOCUS
1 CPWHEN: Your Shooting phase, just after you take a Psychic test for a Thousand Sons model from your army that Channelled the Warp (before resolving that Ritual). TARGET: That THOUSAND SONS model. EFFECT: Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).
ARDENT AUTOMATA
1 CPWHEN: Your Movement phase, just after a Rubricae unit from your army Falls Back. TARGET: That RUBRICAE unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
BESTIAL SURGE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One TzAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Your unit can make a Bestial Surge move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.
BLESSED TRANSMUTATIONS
1 CPWHEN: Your Command phase. TARGET: One Thousand Sons Psyker model from your army, and one friendly Tzaangors unit that is below its Starting Strength and within 12" of that PSYKER model. EFFECT: Return up to D3+1 destroyed models (excluding Characters) to your TZAANGORS unit.
CHRONOSORCEROUS BLEED
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One Thousand Sons Psyker or Scintillating Legions unit from your army that was selected as a target of that charge. EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll).
COSTLY BLESSING
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One THOUSAND SONS PSYKER CHARAcTER model from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your model has a 3+ invulnerable save. At the end of the phase, your model suffers D3 mortal wounds.
CYBERSPIRIT MACHINATIONS
1 CPWHEN: Your Movement phase, just after a Thousand Sons Vehicle unit from your army Falls Back. TARGET: That VEHICLE unit, and one friendly Thousand Sons Psyker unit within 6" of that VEHICLE unit. EFFECT: Until the end of the turn, your VEHICLE unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
DECEPTIVE GLAMOUR
2 CPWHEN: Start of the Fight phase. TARGET: One Thousand Sons unit from your army. EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible Scintillating Legions targets for those attacks.
DERANGED FEROCITY
1 CPWHEN: Fight phase, just after a Tzeentch Mutant unit from your army is selected to fight. TARGET: That TZEENTCH MUTANT unit. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
DESECRATION OF WORLDS
1 CPWHEN: Your Command phase. TARGET: One Thousand Sons Psyker unit from your army within range of an objective marker you control. EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
DESTINED BY FATE
1 CPWHEN: Any phase, just after a saving throw is failed for a Thousand Sons Psyker model from your army. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple saving throws at once. TARGET: That PSYKER model. EFFECT: Change the Damage characteristic of that attack to 0. If you are using fast dice rolling, select one of those attacks you failed a saving throw for.
DEVASTATING SORCERY
2 CPWHEN: Your Shooting phase. TARGET: One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, add 9" to the Range characteristic of Psychic weapons equipped by models in your unit, and each time a model in your unit makes an attack with a Psychic weapon, you can re-roll the Hit roll and you can re-roll the Wound roll.
EGOTISTICAL POWER
1 CPWHEN: Your Command phase. TARGET: One Thousand Sons Psyker unit from your army. EFFECT: Select the Imbued Manifestation, Psychic Maelstrom or Wrath of the Immaterium ability. Until the start of your next Command phase, that ability applies to your unit instead of any other Kindred Sorcery ability, even if you have already selected that ability this battle.
EMPYRIC DESECRATION
1 CPWHEN: End of your Fight phase. TARGET: One THOUSAND SONS PSYKER CHARAcTER model from your army. EFFECT: Select one objective marker Secured by your opponent’s army that is within 6" of and visible to your model, then roll one D6: on a 2+, that objective marker is no longer considered Secured by your opponent’s army.
ENDURING ANIMUS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
ENSORCELLED INFUSION
1 CPWHEN: Your Shooting phase. TARGET: One Thousand Sons Vehicle unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly Thousand Sons Psyker units. EFFECT: Until the end of the phase, ranged weapons equipped by VEHICLE models in your unit have the [PSYCHIC] ability and each time an attack is made with such a weapon, add 1 to the Wound roll.
ETHEREAL PHANTASM
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Scintillating Legions unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly Thousand Sons units.
FELL SACRIFICE
1 CPWHEN: Your opponent’s Command phase, at the start of the Battle-shock step. TARGET: One THOUSAND SONS CHARAcTER or TzAANGORS unit from your army. EFFECT: Select one enemy unit below its Starting Strength that is within Engagement Range of your unit. That enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.
FLESH CHANGE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One TzAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
FRACTAL DISJUNCTION
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Scintillating Legions unit from your army (excluding Monsters) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
GIFT OF CHANGE
1 CPWHEN: Any phase. TARGET: One Thousand Sons Character model from your army (excluding Monsters) that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. EFFECT: At the end of the phase, add one Tzeentch Chaos Spawn unit containing one model to your army, and set it up as close as possible to where your model was destroyed and not within Engagement Range of one or more enemy units. RESTRICTIONS: You can only use this Stratagem once per battle round.
GLIMMERSHIFT PORTAL
1 CPWHEN: End of your opponent’s Fight phase. TARGET: Up to two Scintillating Legions units from your army (excluding Monsters), or one Scintillating Legions Monster unit from your army, if all of those units are more than 6" horizontally away from all enemy units. EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.
HEX-MARKED ARMOUR
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Thousand Sons Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
IMPLACABLE GUARDIANS
2 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Rubric Marines Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit (excluding PSYKER models), subtract 1 from the Damage characteristic of that attack.
INEXORABLE ADVANCE
1 CPWHEN: Your Movement phase. TARGET: One Rubricae unit from your army. EFFECT: Until the end of the turn, your unit can ignore any or all modifiers to its Move characteristic and to Advance rolls made for it, and ranged weapons equipped by models in your unit have the [ASSAULT] ability.
INFERNAL FUSILLADE
2 CPWHEN: Your Shooting phase. TARGET: One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, all inferno bolt pistols, inferno boltguns, inferno combi-bolters and inferno combi-weapons equipped by models in your unit have the [PSYCHIC] ability and a Strength characteristic of 5.
INFERNO BOLTERS
1 CPWHEN: Your Shooting phase. TARGET: One RUBRIc MARINES or ScARAB OccULT TERMINATORS unit from your army that has not been selected to shoot this phase. EFFECT: Select one closed Hatchway. Until the end of the phase, models in your unit can make attacks with ranged weapons (excluding Torrent weapons) that target enemy units within 1" of that Hatchway and that are wholly on the opposite side of it from your unit, as if that Hatchway was open. Each time a model does so, that attack has an Armour Penetration characteristic of 0.
INVISIBLE ASSAILANTS
1 CPWHEN: Start of your opponent’s Movement phase. TARGET: One THOUSAND SONS PSYKER model from your army. EFFECT: Select one enemy unit visible to your model. That unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your opponent’s next Movement phase, subtract 2" from the Move characteristic of models in that unit and subtract 2 from Advance and Charge rolls made for it; if passed, subtract 1" from the Move characteristic of models in that unit and subtract 1 from Advance and Charge rolls made for it.
KALEIDOSCOPIC TEMPEST
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Thousand Sons Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit has the Stealth ability, and, if your unit is wholly within your army’s Flow of Magic, each time an attack targets your unit, it has the Benefit of Cover against that attack.
MALEVOLENT ANIMUS
1 CPWHEN: Your Command phase. TARGET: One Thousand Sons Vehicle unit from your army within 6" of one or more friendly Thousand Sons Psyker units. EFFECT: Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws).
MUTATE LANDSCAPE
1 CPWHEN: Your Command phase. TARGET: One Thousand Sons Psyker unit from your army within range of an objective marker you control. EFFECT: That objective marker is mutated, and remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. While an objective marker is mutated and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.
PHANTASMIC MUNITIONS
1 CPWHEN: Your Shooting phase. TARGET: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, models in your unit can ignore enemy models for the purposes of determining visibility.
PSYCHIC DOMINION
1 CPWHEN: Any phase, just after an enemy unit has selected its targets. TARGET: One Thousand Sons unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, Psychic weapons equipped by models in the attacking unit have the [hazardous] ability, and models in your unit have the Feel No Pain 4+ ability against Psychic Attacks.
PSYCHIC INGRESS
1 CPWHEN: End of any phase. TARGET: One THOUSAND SONS PSYKER CHARAcTER model from your army. EFFECT: Open every Hatchway within 3" of your model. When measuring this distance, ignore Walls and closed Hatchways. RESTRICTIONS: You can only use this Stratagem once.
REVENGE OF THE RUBRICAE
1 CPWHEN: Your opponent’s Shooting phase, just after a Thousand Sons Psyker model from your army is destroyed. TARGET: One Rubricae unit from your army that was within 6" of that PSYKER model when it was destroyed. EFFECT: After the attacking unit has shot, your RUBRICAE unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target the enemy unit that just destroyed your PSYKER model (and only if it is an eligible target).
SCOURING WARPFLAME
1 CPWHEN: Your Shooting phase. TARGET: One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase and is wholly within your army’s Flow of Magic. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has shot this phase, select one enemy unit hit by one or more of those attacks. Until the end of the phase, models in that unit cannot have the Benefit of Cover.
STRANDS OF TIME
1 CPWHEN: Your Movement phase, just after a THOUSAND SONS PSYKER unit from your army Falls Back. TARGET: That Thousand Sons Psyker unit. EFFECT: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit is wholly within your army’s Flow of Magic when it is targeted with this Stratagem, then until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
STRATEGIC VISION
1 CPWHEN: Your Shooting phase. TARGET: One THOUSAND SONS PSYKER unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability, and models in your unit can target enemy units that are not within Engagement Range of them (as long as they are otherwise eligible targets).
SULPHUROUS VEIL
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Thousand Sons or Scintillating Legions unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
THROUGH THE VEIL
1 CPWHEN: Start of the Reinforcements step of your Movement phase. TARGET: One Rubric Marines or Scarab Occult Terminators unit from your army that is in Strategic Reserves. EFFECT: If it is a RUBRIC MARINES unit, until the end of the phase, it has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, if it is a SCARAB OCCULT TERMINATOR unit it can be set up anywhere on the battlefield that is wholly within your army’s Flow of Magic and more than 6" horizontally away from all enemy models. RESTRICTIONS: If a SCARAB OCCULT TERMINATORS unit is targeted with this Stratagem, it is not eligible to declare a charge in the same turn.
TOUCHED BY TZEENTCH
1 CPWHEN: Start of your Movement phase. TARGET: One Tzeentch Mutant unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced.
TWISTED MIRAGE
1 CPWHEN: Reinforcements step of your Movement phase. TARGET: One Tzeentch Mutant unit from your army that is arriving from Strategic Reserves this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, or anywhere on the battlefield that is more than 9" horizontally away from all enemy units if it is a Monster unit. In either case, until the end of the turn, it is not eligible to declare a charge.
TZEENTCH’S BOON
1 CPWHEN: Your Shooting phase. TARGET: One THOUSAND SONS PSYKER model from your army within range of an objective marker that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time your model makes a Psychic Attack, you can re-roll the Wound roll.
UNWAVERING PHALANX
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One Rubric Marines unit from your army within Engagement Range of that enemy unit. EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.
WARDING HEX
1 CPWHEN: Command phase. TARGET: One Thousand Sons Psyker unit from your army within range of an objective marker you control, if that objective marker is wholly within your army’s Flow of Magic. EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
WARPED VICISSITUDE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Tzaangors unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
WARPFLAME GARGOYLES
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One Thousand Sons Vehicle unit from your army within Engagement Range of that enemy unit. EFFECT: Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.
WRATH OF THE DOOMED
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is wholly within your army’s Flow of Magic: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
ABLATIVE CARAPACE
2 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Harvester unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit is within range of an objective marker you control, until the end of the phase models in your unit have the Feel No Pain 4+ ability instead.
ADAPTIVE OPTIMISATION
1 CPWHEN: Command phase. TARGET: One Mawloc or Trygon unit from your army. EFFECT: Until the start of your next Command phase, your unit has the Synapse keyword.
ADRENALISED SLAUGHTER
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 5+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
ADRENAL SURGE
2 CPWHEN: Fight phase. TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight. EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
ASSASSIN BEASTS
1 CPWHEN: Fight phase. TARGET: One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
BIO-ACID SURGE
1 CPWHEN: Fight phase. TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
BOUNDING ADVANCE
1 CPWHEN: Your Movement phase. TARGET: One Endless Multitude unit from your army. EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
BROODGUARD IMPULSE
1 CPWHEN: Any phase. TARGET: One Harvester unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Until the end of the battle, each time a friendly TYRANIDS model makes an attack that targets the enemy unit that just destroyed your HARVESTER unit, add 1 to the Wound roll.
CORROSIVE VISCERA
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after a Tyranids Monster model from your army with the Deadly Demise ability that cannot FLY is destroyed. TARGET: That TYRANIDS MONSTER model. You can use this Stratagem on that model even though it was just destroyed. EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
DEATH FRENZY
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
ENDLESS SWARM
1 CPWHEN: Your Command phase. TARGET: Up to two Endless Multitude units from your army that are within Synapse Range of your army, or one other ENDLESS MULTITUDE unit from your army. EFFECT: You can return up to D3+3 destroyed models to each of the selected units.
ENFILADING EMERGENCE
1 CPWHEN: End of your Movement phase. TARGET: One Tyranids unit from your army that was set up as Reinforcements this turn. EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
EXPENDABLE BIOMASS
1 CPWHEN: Your Shooting phase. TARGET: One TYRANID WARRIORS wITH RANGED BIO-wEAPONS unit from your army that has not been selected to shoot this phase. EFFECT: Select one enemy unit that is visible to your unit and within Engagement Range of one or more friendly ENDLESS MULTITUDE or RIPPER SwARMS units. Until the end of the phase, your unit is eligible to make ranged attacks against that enemy unit as if it was not within Engagement Range of those friendly units. When doing so, each time a model in your unit makes a ranged attack, subtract 1 from the Hit roll and, after your unit has finished making its attacks, each of those friendly units that started the phase within Engagement Range of that enemy unit suffers D3 mortal wounds.
HIVE SIGHT
1 CPWHEN: Your Charge phase. TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase. EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.
HUNTING GROUNDS
1 CPWHEN: Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway. TARGET: That GREAT DEVOURER unit. EFFECT: Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it.
HYPERADRENAL REFLEXES
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One GREAT DEVOURER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
HYPERSENSORY SCILLIA
2 CPWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit. EFFECT: Those selected units can each make a Normal move of up to 6". RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
IMPERATIVE DOMINANCE
1 CPWHEN: Your Command phase. TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army. EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
INVISIBLE HUNTER
1 CPWHEN: End of your opponent’s Fight phase. TARGET: Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army. EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves. RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
IRRESISTIBLE WILL
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit. EFFECT: Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
LITHE KILLERS
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.
LIVING AVALANCHE
1 CPWHEN: Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway. TARGET: That TYRANIDS unit. EFFECT: Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units.
MASSIVE IMPACT
1 CPWHEN: Your Charge phase, just after a Tyranids Monster model from your army ends a Charge move. TARGET: That TYRANIDS MONSTER model. EFFECT: Select one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
ONRUSHING HORDE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One TYRANIDS unit from your army (excluding WINGED TYRANID PRIME units), that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
OUTFLANK
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One GENESTEALERs or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed.
OVERRIDE INSTINCTS
1 CPWHEN: Your Movement phase. TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase. EFFECT: Your unit is eligible to shoot and declare a charge this turn.
OVERRUN
1 CPWHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates. TARGET: That TYRANIDS unit. EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
PARASITIC PAYLOAD
1 CPWHEN: Your Shooting phase. TARGET: One Tyranid Warriors with Ranged Bio-weapons unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has resolved its shooting attacks this phase, select one enemy unit hit by one or more of those attacks. Until the end of the turn, models in that unit cannot have the Benefit of Cover.
PERVASIVE DREAD
1 CPWHEN: Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army. TARGET: That GREAT DEVOURER unit. EFFECT: In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase.
PHAGIC SPORES
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One TYRANID WARRIORS wITH MELEE BIO-wEAPONS or TYRANID WARRIORS wITH RANGED BIO-wEAPONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed as a result of an attack, do not remove it from play; after the attacking unit has finished making its attacks, roll one D6: on a 3-5, the closest enemy unit within 3" of and visible to your unit suffers 1 mortal wound; on a 6, the closest enemy unit within 3" of and visible to your unit suffers 2 mortal wounds. The destroyed model is then removed from play.
PREDATORY IMPERATIVE
1 CPWHEN: Your Command phase. TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army. EFFECT: Select one Hyper-adaptation. Until the start of your next Command phase, that Hyper-adaptation is active for those selected units in addition to any other that may be active for your army. RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
PREDATORY POUNCE
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit opens a Hatchway. TARGET: One TYRANIDS unit from your army that is within 3" of that Hatchway and is not within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Pounce move. To do so, your unit can be moved up to 3", but must end that move as close as possible to that Hatchway. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.
PRESERVATION IMPERATIVE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Endless Multitude unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit is treated as containing fewer than five models for the purpose of the [BLAST] ability.
RAMPAGING MONSTROSITIES
1 CPWHEN: Fight phase. TARGET: One Tyranids Monster unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
RAPACIOUS HUNGER
1 CPWHEN: Your Fight phase. TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit. EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
RAPID REGENERATION
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
RECLAIM BIOMASS
1 CPWHEN: Any phase, when a TYRANIDS unit from your army is destroyed, before the last model in it is removed from play. TARGET: One Harvester unit from your army that is within 6" of that destroyed unit. EFFECT: Regenerate one friendly TYRANIDS unit within 6" of your HARVESTER unit (See Feed the Swarm).
REINFORCED HIVE NODE
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
REPLENISHING SWARMS
1 CPWHEN: Your Movement phase. TARGET: One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed. EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
RESTORATIVE IMPULSE
1 CPWHEN: Your Command phase. TARGET: One Tyranid Warriors unit from your army that is below its Starting Strength. EFFECT: Return 1 destroyed model (excluding CHARACTER models) to your unit.
RETREAT BELOW
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
SAVAGE ROAR
1 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Tyranids Monster unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll. If that Battle-shock test was failed, subtract 1 from the Wound roll as well.
SECURE BIOMASS
1 CPWHEN: Fight phase. TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
SEEDED BROODS
1 CPWHEN: Your Movement phase. TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves. EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
SPONTANEOUS HYPERCORROSION
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit.
SQUIRMING MASSES
1 CPWHEN: Your Movement phase, at the start of the Reinforcements step. TARGET: One ENDLESS MULTITUDE unit from your army that is in Reserves. EFFECT: Until the end of the phase, models in your unit have the Deep Strike ability and, when setting them upon the battlefield using that ability, they can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, provided they are also within Synapse Range of your army. RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to declare a charge.
SURPRISE ASSAULT
1 CPWHEN: Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets. TARGET: That VANGUARD INVADER unit. EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
SWARM-GUIDED SALVOES
1 CPWHEN: Your Shooting phase. TARGET: One Tyranids Monster unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase each time a model in your unit makes an attack, you can ignore any or all modifiers to that model’s Ballistic Skill characteristic and any or all modifiers to the Hit roll.
SWARM HUNTERS
1 CPWHEN: Your Shooting phase. TARGET: One TERMAGANTs unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility. In addition, if your unit is within Synapse Range of your army, each time a model in your unit makes an attack, you can re-roll the Hit roll.
SWARMING ASSAULT
1 CPWHEN: Your Charge phase. TARGET: One Tyranids Monster unit from your army that was set up as Reinforcements this turn. EFFECT: Until the end of the phase, friendly Tyranids units within 6" of your unit can re-roll Charge rolls.
SWARMING MASSES
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One Endless Multitude unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, and If your unit contains 15 or more models, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
SYNAPTIC AMPLIFICATION
1 CPWHEN: Your Shooting phase or the Fight phase. TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase. EFFECT: If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well.
SYNAPTIC CHANNELLING
1 CPWHEN: Command phase. TARGET: One Synapse unit from your army. EFFECT: Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
SYNAPTIC GOADING
1 CPWHEN: Any phase, just before an Endless Multitude unit from your army that is within Synapse Range of your army makes a Surge move. TARGET: That ENDLESS MULTITUDE unit. EFFECT: When making that Surge move, you can re-roll the D6 to determine how far your unit moves, and your unit can end that move as close as possible to the closest objective marker (instead of as close as possible to the closest enemy unit]. All other rules for making Surge moves still apply.
SYNAPTIC MICRONODES
1 CPWHEN: Your Movement phase. TARGET: One Tyranid Warriors unit from your army. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
SYNAPTIC SHIELD
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Tyranid Warriors unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: If that unit is a TYRANID WARRIORS unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a ranged attack targets one of those units, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
TALON-TIP SWARM
1 CPWHEN: Fight phase, just after a TYRANIDS unit from your army destroys an enemy unit. TARGET: That TYRANIDS unit. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3". After that move, if your unit is within range of an objective marker and no enemy units are within range of that objective marker, that objective marker is Secured by your army.
TEEMING MASSES
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Endless Multitude unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
THE SMOTHERING SHADOW
1 CPWHEN: Any phase, just after an enemy unit fails a Battle-shock test. TARGET: One Synapse unit from your army within 12" of that enemy unit. EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
TUNNEL NETWORK
1 CPWHEN: End of your Movement phase. TARGET: One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
TYRANNOFORMED
1 CPWHEN: Command phase. TARGET: One Harvester unit from your army that is within range of an objective marker you control. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
UNENDING WAVES
2 CPWHEN: Any phase. TARGET: One Endless Multitude unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. RESTRICTIONS: Any destroyed Character units that were attached to your unit are not returned. You can only use this Stratagem once per battle.
UNSEEN LURKERS
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.
UNTRAMMELLED FEROCITY
1 CPWHEN: Your Movement phase. TARGET: One Tyranids Monster unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1, your unit is Battle-shocked.
AGGRESSIVE DISEMBARKATION
1 CPWHEN: Your Movement phase. TARGET: One World Eaters Rhino model from your army that has not been selected to move this phase. EFFECT: One WORLD EATERS unit embarked within your RHINO can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your RHINO and can be set up within Engagement Range of one or more enemy units.
APOPLECTIC FRENZY
1 CPWHEN: Your Movement phase, just after a KHORNE BERZERKERS unit from your army is selected to Advance. TARGET: That Khorne Berzerkers unit. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
ASPIRE TO INFAMY
1 CPWHEN: Fight phase. TARGET: One Khorne Berzerkers or Jakhals unit from your army that has not been selected to fight this phase and is within 8" of one or more friendly World Eaters Character models. EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by non-CHARACTER models in your unit by 1.
A WORTHY SKULL
1 CPWHEN: Fight phase, just after a Blood Legions or World Eaters unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks. TARGET: That BLOOD LEGIONS or WORLD EATERS unit. EFFECT: You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities.
BERZERKER’S WRATH
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One Khorne Berzerkers unit from your army that can make a Blood Surge move as a result of those attacks. EFFECT: Do not roll a D6 to determine how far models in your unit can move when they make their Blood Surge move. Instead, when making their Blood Surge move, these models can move up to 8".
BLESSING OF BURNING BLOOD
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Blood Legions unit from your army that is within 6" of a friendly World Eaters unit that was selected as the target as one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your WORLD EATERS unit have a 5+ invulnerable save. If the Boon of Blood ability is active for your army, then until the end of the phase, models in your WORLD EATERS unit have a 4+ invulnerable save.
BLOOD OFFERING
1 CPWHEN: Any phase. TARGET: One World Eaters unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
BLOOD RITE
1 CPWHEN: Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit. TARGET: That unit. EFFECT: Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army.
BLOODTHIRSTY HORDE
1 CPWHEN: Fight phase. TARGET: One Jakhals or Goremongers unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units. EFFECT: Until the end of the phase, each time your unit is selected to fight, when determining which models in it are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
BLOODY VENGEANCE
1 CPWHEN: Any phase. TARGET: One World Eaters Monster or World Eaters Titanic unit from your army that was just destroyed by an enemy unit. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Until the end of the battle, each time a model in a Jakhals or Goremongers unit from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll.
BRAZEN CONTEMPT
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead.
BRAZEN IDOL
2 CPWHEN: Your Command phase. TARGET: One World Eaters Monster or World Eaters Titanic unit from your army. EFFECT: Select the Idol of Infinite Rage, Idol of Burning Wrath or Idol of Blessed Blood. Until the start of your next Command phase, that Idols of Khorne ability is active for your unit instead of any other Idols of Khorne ability that is active for your army, even if you have already selected that ability this battle. RESTRICTIONS: You can only use this Stratagem once per battle.
COWARDS’ BANE
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. TARGET: One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit. EFFECT: Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
DAEMONIC FURY
1 CPWHEN: Start of your Fight phase. TARGET: One Blood Legions unit from your army. EFFECT: Select one friendly World Eaters unit within 6" of your unit. Until the end of the turn, melee weapons equipped by models in your WORLD EATERS unit have the [LANCE] ability. If the Daemonic Rage ability is active for your army, then until the end of the phase those melee weapons also have the [TWIN-LINKED] ability.
DAEMONIC RESISTANCE
2 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
DAEMONIC STRENGTH
1 CPWHEN: Fight phase. TARGET: One World Eaters Possessed unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the Eightbound keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the Exalted Eightbound keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead.
DAEMONTIDE
1 CPWHEN: Your Command phase. TARGET: One World Eaters unit from your army. EFFECT: Select one friendly Blood Legions unit within 6" of your unit. One destroyed Mounted model, up to D3 destroyed Beast models, or up to D6 destroyed Infantry models are returned to that BLOOD LEGIONS unit with their full wounds remaining. RESTRICTIONS: This Stratagem cannot be used to return destroyed Character models to Attached units.
DRAWN TO THE SLAUGHTER
2 CPWHEN: Any phase. TARGET: One Jakhals unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. RESTRICTIONS: This Stratagem cannot be used to return destroyed Character units to Attached units. You can only use this Stratagem once per battle.
ENDLESS PURSUIT OF VIOLENCE
1 CPWHEN: End of the Fight phase. TARGET: One World Eaters Infantry unit from your army and one friendly Transport that it is able to embark within. EFFECT: If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it.
FAIL NOT THE BLOOD GOD
1 CPWHEN: Fight phase. TARGET: One Jakhals or Goremongers unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If that model’s unit is within 6" of one or more friendly World Eaters Monster units, or within 9" of one or more friendly World Eaters Titanic units, you can re-roll the Hit roll instead.
FRENZIED RESILIENCE
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One World Eaters unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
FULL-THROTTLE ASSAULT
1 CPWHEN: Your Movement phase. TARGET: One World Eaters Rhino model from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time a WORLD EATERS unit disembarks from that model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
FURIOUS MOMENTUM
1 CPWHEN: Fight phase. TARGET: One WORLD EATERS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
FURY UNLEASHED
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One World Eaters Rhino model from your army that has one or more wounds remaining and was hit by one or more of the attacking unit’s attacks. EFFECT: One Khorne Berzerkers unit embarked within your model can disembark and make a Blood Surge move. RESTRICTIONS: A unit cannot be targeted by this Stratagem and the Unrelenting Advance Stratagem in the same phase.
GORY DEDICATION
1 CPWHEN: End of the Fight phase. TARGET: One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
HACK AND SLASH
1 CPWHEN: Fight phase. TARGET: One World Eaters unit from your army that has not been selected to fight this phase and that made a charge move this turn. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
HORRIFYING VIOLENCE
1 CPWHEN: Your opponent’s Command phase. TARGET: One World Eaters Possessed unit from your army. EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test.
IMMORTAL FURY
2 CPWHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
IN THE SHADOW OF BRASS IDOLS
1 CPWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Jakhals or Goremongers unit from your army that was selected as the target as one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within 6" of one or more friendly World Eaters Monster units, or within 9" of one or more friendly World Eaters Titanic units, your unit has the Feel No Pain 5+ ability instead.
MEET FORCE WITH FORCE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that lost one or more wounds as a result of those attacks. EFFECT: Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit is a Khorne Berzerkers or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move.
MURDER-CALL
1 CPWHEN: End of your opponent’s Fight phase. TARGET: One Blood Legions unit from your army that is on the battlefield and not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
OVERSHADOWED BY NONE
1 CPWHEN: Fight phase. TARGET: One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
PUNISH THE CRAVEN
1 CPWHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. TARGET: One World Eaters Infantry or World Eaters Daemon Prince unit from your army within Engagement Range of that enemy unit. EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests.
RAPID MANIFESTATION
1 CPWHEN: Your Movement phase. TARGET: One Exalted Eightbound unit from your army that is arriving using the Deep Strike ability this phase. EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. RESTRICTIONS: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.
RUINOUS RAMPAGE
1 CPWHEN: Your Movement or Charge phase. TARGET: One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase. EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit. RESTRICTIONS: You can only use this Stratagem once per turn.
SAVAGE RESILIENCE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
SHOCKING ONSLAUGHT
1 CPWHEN: Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch. TARGET: One WORLD EATERS unit from your army. EFFECT: Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase.
SKULLS FOR THE SKULL THRONE!
1 CPWHEN: Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model. TARGET: That World Eaters unit. EFFECT: Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active.
SMASH THROUGH
1 CPWHEN: Your Movement phase. TARGET: One World Eaters Vehicle model from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features.
SUMMONED BY SLAUGHTER
1 CPWHEN: Any phase, when the last model in a unit is destroyed, before removing it from play. (If that unit is a Transport, any units embarked within that TRANSPORT model must disembark first.) TARGET: One Bloodletters unit from your army that is in Reserves. EFFECT: Set your unit up anywhere on the battlefield wholly within 9" of that destroyed model and more than 6" horizontally away from all enemy units, then remove the destroyed model from play. RESTRICTIONS: You cannot use this Stratagem more than once per battle round.
TERRIFYING SCREAMS
1 CPWHEN: Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit. TARGET: That WORLD EATERS unit. EFFECT: Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units.
UNRELENTING ADVANCE
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One World Eaters Vehicle model from your army that was hit by one or more of the attacking unit’s attacks. EFFECT: Your model can make a Normal move of up to 6". RESTRICTIONS: A unit cannot be targeted by this Stratagem and the Fury Unleashed Stratagem in the same phase.
UNSTOPPABLE RAGE
1 CPWHEN: Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway. TARGET: That WORLD EATERS unit. EFFECT: For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll.
WARP STALKERS
1 CPWHEN: Your Movement phase or your Charge phase. TARGET: One World Eaters Possessed unit from your army that has not been selected to move or declare a charge this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
ALL IN
0 CPWHEN: Your Fight phase. TARGET: One unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
BATTLEFIELD COMMAND
1 CPWHEN: Start or end of any phase. TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to. EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability. RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
BURST OF SPEED
0 CPWHEN: End of your Shooting phase. TARGET: One unit from your army (excluding units that made a move this phase). EFFECT: Your unit can make a Normal move of up to D6", and then cannot move again this phase.
COMMAND RE-ROLL
1 CPWHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw.
COMMAND RE-ROLL
1 CPWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
COUNTER-OFFENSIVE
2 CPWHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next.
COUNTER-OFFENSIVE
2 CPWHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next.
EPIC CHALLENGE
1 CPWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET: One CHARACTER model in your unit. EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
EXPLOSIVE CLEARANCE
1 CPWHEN: Your Shooting phase. TARGET: One unit from your army that has not been selected to shoot this phase. EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
FIRE OVERWATCH
1 CPWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge. TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
FORCE A BREACH
0 CPWHEN: Your Movement phase. TARGET: One unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through models and terrain features.
GO TO GROUND
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
GREAT HASTE
0 CPWHEN: Your Movement phase. TARGET: One unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, add D6" to the Move characteristic of models in your unit.
GRENADE
1 CPWHEN: Your Shooting phase. TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units. EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
HARBOURED POWER
0 CPWHEN: Your Shooting phase or your Fight phase. TARGET: One unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [HAZARDOUS] ability and your choice of the [LETHAL HITS] or [SUSTAINED HITS 1] ability.
HEROIC INTERVENTION
1 CPWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase. RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
INSANE BRAVERY
1 CPWHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army. TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems). EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
INSANE BRAVERY
1 CPWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army. EFFECT: Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more than once per battle.
NEW ORDERS
1 CPWHEN: End of your Command phase. TARGET: One of your active Secondary Mission cards. EFFECT: Discard it and draw one new Secondary Mission card.
NEW ORDERS
1 CPWHEN: End of your Command phase. TARGET: One of your active Secondary Mission cards. EFFECT: Discard it and draw one new Secondary Mission card.
NEW ORDERS
1 CPWHEN: End of your Command phase. TARGET: One of your active Secondary Mission cards. EFFECT: Discard it and draw one new Secondary Mission card. RESTRICTIONS: You can only use this Stratagem once per battle.
OPPORTUNISTIC STRIKE
0 CPWHEN: Your Shooting phase. TARGET: One unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Select one enemy unit that is not within Engagement Range of one or more units from your army and is within 6" of and visible to your unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
PIVOTAL MOMENT
0 CPWHEN: Your Movement phase. TARGET: One unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
RAPID INGRESS
1 CPWHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
RENEWED FOCUS
0 CPWHEN: Your Shooting phase or your Fight phase. TARGET: One unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
SMOKESCREEN
1 CPWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
STRATEGIC RETREAT
0 CPWHEN: Start of your Shooting phase. TARGET: One unit from your army (excluding MONSTERS and VEHICLES) that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
TANK SHOCK
1 CPWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).